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.
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.
Sculpt January day 2. Prompt was machine. I based this concept on a p90.
Quick Sketch of a samurai during Seppuku.
Class project where each of us wrote down random prompts and threw them into a basket and picked one. I got evil office chair.