Overview

This deep-dive follows a recent hero character from initial blockout to final presentation. I cover sculpting, retopo, UVs, texturing, and presentation in UE5.

Work-in-progress render
WIP — mid‑stage clay with quick lighting to check forms.

Pipeline at a Glance

  1. High‑poly sculpt in ZBrush
  2. Retopology & UVs
  3. Bakes & Texturing in Substance
  4. LookDev & Lighting in UE5
💡
Tip: keep a small library of reusable smart materials for metals, skin, and fabric. Consistency speeds you up.

Code Snippet — Simple Rim Light in UE

// Pseudo—material function idea
RimMask = saturate(1 - dot(NormalWS, ViewDirWS));
Rim = pow(RimMask, 2.2) * 0.6; // tighter rim
BaseColor = lerp(BaseColor, BaseColor + Rim * 0.2, 1.0);

Texel Budget

RegionPriorityNotes
Face/HandsHighClose‑ups; fine pores and micro‑normal detail
TorsoMediumReads in mid‑shots; controlled wear
BackLowRarely shown; spend less
"The best time to check proportion is before you add details." — every lead ever

Final Notes