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.
Clay renders done in unreal engine
Substance Painter Viewport Turnaround
Head Turnaround in Substance Painter
Turnable Rendered in Unreal Engine 5
Maps in Substance Painter
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.