UE5 VIEWPORT REALTIME CAPTURE
TURNTABLE / WIREFRAME
ANIMATION
MAIN REFERENCES
Project aim
For this personal project, I wanted to work on a character using the epic metahuman character as a base whilst still retaining the rig on the metahuman and then make the final renders in Unreal Engine.
Workflow:
Modeling
I took a merged body version of a metahuman character (Cooper) as a base to zbrush, Sculpted over that whilst keeping the polycounts the same. The rest of the modeling was done using both zbrush and Maya interchangeably. Since there won’t be smoothing at render time, I made sure to model as smooth as possible whilst keeping the polycount reasonable.
Texture
Texturing was done in Substance Painter and some fixes in Photoshop. Texturing xyz for the face details.
Rigging
The body and the extra accessories were rigged in Maya.
Animation
For the idle animation, I used a mocap animation from Mixamo as a Base. I then corrected and layered more animation on that ( pose, breathing and facial animation ). I also added dynamics to the gun belt and the shoelace rope ties using Maya hair system. The final animated mesh was exported as alembic cache for render in UE5.
Rendering:
All rendering was done in Unreal Engine using the path tracer. Further color corrections were made in after effects and photoshop.