Lookdev
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…