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Coalition - Character demo - Unreal 5

Here is a prototype we worked on at the coalition to test a few area we wanted to improve for our pipeline.
Head model, texture and art direction was done by my lead: Bruno Melo.
Concept Art: Giorgio Baroni
Shoutout to the Tech Team and everyone involved: Colin Penty, Brad Sweder, Ryan DowlingSoka, Anthony Marraffa, Geoff Lester, David Coleman, and everyone at The Coalition.
For my part, I was responsible for the whole model, textures (except head model, textures) and most of the project overlook: LookDev, Shaders and Detail maps, Grooming techniques and implementation, eyes, and more
Goal for the model was to explore multiple techniques in all areas of character creation.

Here is some examples of area of explorations.
The game model version has much more vertices than what we used to do (Body has over 150k vertices). This helps to have more detail shadowing.
Used CAD-like software for some Hard Surface pieces.
Leverage of detail maps and material scanning.
Full grooming with Xgen and unreal.
Baking Tools and Techniques for getting perfect bakes easily.
Leverage some of Metahuman data and implementation for custom pipelines.
Much more..

All done in Unreal Engine 5.

https://www.artstation.com/bmelo
https://www.artstation.com/giorgiobaroni

Model (Head was temporary from basemesh)

Model (Head was temporary from basemesh)

Model (Head was temporary from basemesh)

Model (Head was temporary from basemesh)

Model (Head was temporary from basemesh)

Model (Head was temporary from basemesh)

Unreal with Baked normals.

Unreal with Baked normals.