Character Study – Real-time workflow with Maya, ZBrush, Substance Painter & Unreal Engine
Description:
This project was a personal exploration focused on improving my workflow for real-time character creation.
Modeling & Sculpting: High-resolution sculpt in ZBrush and retopology in Maya.
Texturing: Materials created and refined in Substance Painter.
Rigging: Implementation of a facial rig using the HelixEdit plugin, based on the MetaHuman system.
Rendering: Real-time tests and material setup inside Unreal Engine.
With this character, I wanted to test how well I could integrate different tools into a single pipeline, while also learning more about advanced material creation and experimenting with facial rigging workflows. It was also a great opportunity to put my new workstation to the test and see how it handled high-resolution assets and real-time rendering.
This project allowed me to gain experience in:
Efficient use of multi-software workflows.
Understanding how to integrate facial rigs into custom characters.
Creating materials that respond well to real-time rendering.