I set out to refine a character workflow for Unreal Engine 4. I wanted to make as much as I could from scratch using Blender, Zbrush, Substance Painter, and Quixel. The few things that are adapted from another project are the teeth, gums/tongue, and the eyes, which are from the Digital Human project for Unreal. For the hair, I used the new Niagara particle groom system. Coming from Blender it was a huge hassle getting it working properly and it tanked the framerate but the quality is unmatched compared to hair cards.
I set out to make a modular m4 system that I could get into UE4 and be able to change out attachments. Right now it sits at about 60k tris with all attachments. Ya.. its a bit generous but I got carried away with some of the attachments. My thought process was to make the sights poly dense since the weapon was intended to be seen from first-person. Most of the work was done in Blender and Substance Painter however I did jump into ZBrush to touch up a few pieces of it and to create box outs of certain parts. Extra: Had to throw in some flare for all you goofy goobers out there wink I made a couple of other versions of the texture including factory black, worn black, tan, and Space Force. I'll get around to sharing those later.
Real-time character Blondie from "The Good, The Bad, and The Ugly." I used the 3d scan store male base mesh and sculpted it in ZBrush. Marvelous Designer for the clothing, Blender to Retopo, model, UV, and render using the Eevee real-time renderer. Lastly, I used Substance Painter to texture and bake. The male base mesh comes with a great albedo skin texture so I used that as a base and added extra details like redness in the cheeks and lips, etc.
After a long day of blasting radioactive mutant squirrels we all like to enjoy a cold one, but who has space for a bottle-opener? With the Rusty 1911 just pistol whip that bottle right open and enjoy that smooth beverage.
This is my first real-time character I've made from scratch. I wanted to make a post-apocalyptic character that could belong in a world like Fallout or the Metro series. She goes by Jane. She is a small woman who relies on her tactical awareness to stay alive in an unforgiving wasteland. She is cold-hearted and manipulative. She has some military training and now makes a living robbing and murdering travelers and those who underestimate her. I wrote a short backstory to help define who she was and help with her character design. (Warning I'm not a writer).
Good ole' workin boots. I used Meshroom and about 130 pictures I captured on my phone to generate the mesh. Cleaned in Blender, Retopologized in ZBrush, and projected back in Blender.
Captured about 50 pictures with my iPhone and used Meshroom to generate a mesh and textures. Then I cleaned up in ZBrush and rendered in Blender.
For this project the goal was to make an animation based on some room in your house, but no characters... I have a character but he's more of a shadow.