Oil Blood

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Zbrush - before tertiary

Zbrush - before tertiary

Zbrush - tertiary details and scan info.

Zbrush - tertiary details and scan info.

Groom inside Unreal (Basic Material)

Groom inside Unreal (Basic Material)

Maya viewport and xGen guides

Maya viewport and xGen guides

Head Texturing Progress

Head Texturing Progress

Head = 23k (Subdiv +1 in Renders)
Everything else = 21K
Total Tris = 44k

Head = 23k (Subdiv +1 in Renders)
Everything else = 21K
Total Tris = 44k

Additional Materials not included (Eye, Eye Transitional/Shadow, Hair)

Additional Materials not included (Eye, Eye Transitional/Shadow, Hair)

Oil Blood

Oil Blood is my take on a character based on industrial and dieselpunk themes.
I focused on creating a high-quality bust with the aim of producing a benchmark piece for myself. With getting to use some of the new luxuries in the latest Unreal 5. Mostly the hair grooming system and hair material.

The Hair was created in xGen and brought into Unreal as a Groom asset.
Head sculpted in Zbrush, I used scans from the 3dscanstore.com to get nice displacement/tertiary details into the hires sculpt and some albedo info for texturing.
Clothing was simulated in Marvelous and sculpted in Zbrush. Both Head and Clothing/Props textured in Substance Painter.

Maya + 3ds Max
xGen
Unreal Engine
Zbrush
Substance Painter
Marvelous Designer