Spyte

For this project I focused on real-time rendering in Unreal Engine, a hair card workflow, and the process of creating atlases using Xgen grooming to create game-ready characters. I go into a little bit of detail showing my process.
This is Spyte.

2d Concept Art, After sculpting my base model in Zbrush, I then drew over it for my concept, this helped with exploration before the modeling and sculpting of the clothes and accessories.

2d Concept Art, After sculpting my base model in Zbrush, I then drew over it for my concept, this helped with exploration before the modeling and sculpting of the clothes and accessories.

Clay renders done in unreal engine

Clay renders done in unreal engine

Substance Painter Viewport Turnaround

Substance Painter Viewport Turnaround

Head Turnaround in Substance Painter

Head Turnaround in Substance Painter

Turnable Rendered in Unreal Engine 5

Turnable Rendered in Unreal Engine 5

Maps in Substance Painter

Maps in Substance Painter

Xgen Groom in Autodesk maya, This groom was made for reference for the hair cards that would later be created

Xgen Groom in Autodesk maya, This groom was made for reference for the hair cards that would later be created

Maps were made for the hair cards in a new Xgen Collection by grooming different clumps of hair, like Big clumps, Small Clumps Breakup hairs, and Flyaways etc, then using a material setup that renders out Normal, AO, Diffuse and Directional Maps.

Maps were made for the hair cards in a new Xgen Collection by grooming different clumps of hair, like Big clumps, Small Clumps Breakup hairs, and Flyaways etc, then using a material setup that renders out Normal, AO, Diffuse and Directional Maps.

Hair Card Atlas Generated

Hair Card Atlas Generated

Head turnaround rendered in Arnold

Head turnaround rendered in Arnold

Posed turnaround rendered in Arnold

Posed turnaround rendered in Arnold

Clay Render Turnable in Unreal engine 5

Clay Render Turnable in Unreal engine 5

Weapons

Weapons

PureRef Board

PureRef Board