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The Jedi

Inspired by Respawn's Star Wars: Jedi games, I wanted to create a jedi that would fit into a similar world. I also took this as an opportunity to learn the Metahumans pipeline for Unreal Engine 5.6. The head scan was cleaned up and detailed in ZBrush and added to Unreal using the Metahuman Identity feature. All expressions were created/edited in ZBrush/Maya with the animated WM1/2/3 normal maps baked in ZBrush. The body was exported from the Metahuman Creator, edited in ZBrush and re-imported. Clothing, the lightsaber and groom were added to the Metahuman Blueprint and include things like rigid body physics on the hilt, groom physics on the fringe/ponytail, and cloth simulation on the cloak. Desert background assets from Quixel megascans.

Big shoutout to Matt Aitchison for all his technical help throughout this project and for encouraging me to pick up the MH pipeline to begin with.
https://www.artstation.com/maitchison
And a thank you to Mihai Sandu for providing feedback whenever I was panicking!
https://www.artstation.com/mihaisandu

This whole process was documented over on Polycount: https://polycount.com/discussion/233402/wip-jedi-realtime-character-metahumans-in-ue-5-6

Walk and run cycles from Epic

Custom assets overview

Metahuman lighting scenarios

Metahuman lighting scenarios

Webcam live link

Custom expressions based on the WM1/2/3 values created with ZBrush and Maya using the Metahuman for Maya Expression Editor

Custom expressions based on the WM1/2/3 values created with ZBrush and Maya using the Metahuman for Maya Expression Editor

Render Passes in Unreal

Render Passes in Unreal

Details

Details

Scan from 3D.sk

Scan from 3D.sk

Custom sculpted expressions

Custom sculpted expressions

ZBrush sculpt

ZBrush sculpt

XGen and guides

XGen and guides

Marvelous Designer screenshot

Marvelous Designer screenshot

Unreal 5.6 Third Person level

Lightsaber textured in Marmoset Toolbag 5

Lightsaber textured in Marmoset Toolbag 5