Some time ago I worked on a project for The Boys. I had to create some characters, but I can’t share the material until it’s officially published. That’s why I decided to make a character I liked that wasn’t used, so I could share it publicly.
It was a challenge to practice likeness and try to capture something of Aya Cash’s essence in this character. I liked the texture and variety of materials in her suit, which is why I chose her. It was a fun project to work on. I learned a few things about likeness, such as how to adjust references in ZBrush, how to apply paid textures like XYZ Texturing, some work with SSS in Arnold, and displacement. I also learned how to bake textures from one MetaHuman mesh to another.
For this model, I started with a base body and attached a custom scan-based head. After adjusting the main volumes, I began “dressing” her with her suit, sculpting the hard surface parts in ZBrush and creating the fabrics in Marvelous Designer. Then I did the full retopology and UV mapping in Maya, followed by texturing the suit in Substance Painter.
The renders were done in Maya with Arnold.
Since the version had fewer than 95k polygons, I decided to load it into Unreal, importing the XGen hair as a groom. My graphics card is a bit outdated and doesn’t support ray tracing, but I tried to capture a few real-time screenshots inside Unreal, which I’ve included at the end of the post.