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Make of Keanu Reeves
Final Result with Compositing

Final Result with Compositing

Lookdev

Final / Grey / Normals 
Reflections / ID's / Transmission

Final / Grey / Normals
Reflections / ID's / Transmission

Albedo / Reflectivity / Roughness / Metalness

Albedo / Reflectivity / Roughness / Metalness

Zbrush's Male / Arca's Sculpting / Wrapped Basemesh with Wrap3D

Zbrush's Male / Arca's Sculpting / Wrapped Basemesh with Wrap3D

Flat / Primary / Secondary / Tertiary
Displacament Sculpted with Blender

Flat / Primary / Secondary / Tertiary
Displacament Sculpted with Blender

No reflection on Iris / Translucent Cornea / Final Result
(No Nanite)

No reflection on Iris / Translucent Cornea / Final Result
(No Nanite)

Wireframe of the Clothes / Final Result with UE
(Simulation on Style3D and Topology on Blender)

Wireframe of the Clothes / Final Result with UE
(Simulation on Style3D and Topology on Blender)

Sculpting grooms with Blender / Drawing out guides with Maya Xgen

Sculpting grooms with Blender / Drawing out guides with Maya Xgen

Grooms curves variations generated for UE

Grooms curves variations generated for UE

Make of Keanu Reeves

I’ve completed my first personal project of 2025 and am sharing it with you all!
Keanu Reeves, I spent my childhood with her amazing movies. And recently, we’ve also seen him step into the video game industry.

First my job, I started with sculpting, using the latest version of Blender for this. I transferred the male bust from Zbrush to Blender. Finally, I wrapped the bust with my own basemesh using Wrap3D. Before moving on to texturing, I acquired amazing textures from GlobalSkin.xyz.
These textures make customizing your skin shaders much easier. I created the skin displacement map by breaking it into layers in Blender. I baked this high-poly model using XNormal. XNormal is old but still a powerful tool. I transferred the desired textures to Substance Painter. The imported textures were then reorganized using Substance Painter. To ensure texture accuracy, I utilized Marmoset Toolbag. This saved me time for Unreal Engine 5. I also used GIMP to quickly fix unwanted things in the textures. For the eyes, I used a model from FlippedNormals. This eye model supports real-time rendering engines. I modified the eye model and textures for Unreal Engine, resulting in a Metahuman-like eye design. I created clothing patterns using Style3D, then simulated the garments. I built the topology of the clothes using Blender’s add-ons. In Blender, I added more details to the clothes with brush tools. To avoid errors in the clothing textures, I baked each one separately in XNormal. I imported the baked textures into Substance Painter to generate the clothing shaders. For the hair, I first created a reference model in Blender. This later easiered my workflow in Maya XGen. I converted my reference model into curves using XGen. I split the XGen-generated hair into sections and exported them to Unreal Engine. This method gave me better control over the hair and simplified shading.

And that’s it! The entire process took over 4 months. It gave me hands-on experience with a real-time engine.

Unreal Engine 5 seems poised to be the future of game development. However, I faced many challenges along the way. It still has shortcomings and continues to evolve…

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