This deep-dive follows a recent hero character from initial blockout to final presentation. I cover sculpting, retopo, UVs, texturing, and presentation in UE5.
// 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);
| Region | Priority | Notes |
|---|---|---|
| Face/Hands | High | Close‑ups; fine pores and micro‑normal detail |
| Torso | Medium | Reads in mid‑shots; controlled wear |
| Back | Low | Rarely shown; spend less |
"The best time to check proportion is before you add details." — every lead ever