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The last Survivor / game ready
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The last Survivor / game ready

by Homerz12 on 19 Apr 2023 for Rookie Awards 2023

Hi! I'm happy to show you my last project " the last survivor ". This is my first character in unreal engine and it's a rework of a character I made 5 months ago. I hope you like it!

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Hi!

I'm  very happy to show you the best project I have done this year.

For this project I have used Zbrush, Blender, Marvelous Designer, Unreal and Substance Pinter.

This character is a rework of an old in game character I made 5 months ago and I wanted to take it to a higher level: improve the quality of the skin and clothes, and render it in Unreal Engine 5, because it is one of the most powerful graphic engines nowadays.

This has got around 100k tris and I have used 6 4k maps for the textures.

For the creation of this character I looked a lot at the characters of the Last of Us saga.

 The creation of shaders for the skin is complicated and I had to dedicate many weeks of study. After tests and tests and weeks of work I am very happy with the result I have obtained.

It has been a long rework since I decided to change the body, the pants and make adjustments in boots and shirt.


I have made the textures in Substance Pinter.

For the skin I tried to capture all the details of the skin: from the colors to the veins underneath.

I also tried to create a good subsurface scattering map for the shader in Urneal Engine and a correct specular map using cavities.

For the hair of the eyebrows, mustache and beard I used haircards.


The clothes have been modeled in Marvelous Designer and Zbrush.

The hair on the head and arms was done by texture.

For the lantern glass I used two planes.

The first one with alpha and normal map.

The second one, placed behind with an emissive color.

Here I show you 4 of the 6 4k maps I have used for this character. I have made the Uv in Blender.

For this character I made all the retopology in Blender except for the jeans that I used dynamesh from zbrush and later I fixed it in Blender.

Here you can see how the low poly looks in solid and how I have placed the eyebrows and beard haicards.

Here I show you how the character looks 5 months ago and how it is now. 

Here is another example of how the character looked 5 months ago and now.

Next I show you the color map, the roughness and the s.scattering done in Substance Painter.

In substance painter I have worked a lot with the curvature map to get the finest detail of the high poly.

Here I show you some references that I have used for the pose and textures.

I have posed the model in Blender and Zbrush.

Now I'm going to show you some of the shaders I made in Unreal Engine.

This is the shader I used for the skin color. It allows you to adjust color parameters, saturation, contrast etc...

This shader is the one I used for the roughness. Previously I prepared the map in substance painter.

This is the shader I used for subsurface scattering. It allows you to regulate intensity, contrast and more parameters that are very useful to obtain an optimal result.

It also allows you to create scattering from the light received by the model, without using maps. The map I used was prepared in substance painter.

This is the shader I used for the different haircards I needed.

For this to work you must have the material in hair mode and in masked mode.

For the first time, for the eyes, I used the metahuman from unreal engine. Combining them with a correct light and touching parameters provided by their shader you can get very good results. You can also change the color of the eyes.

This is the first head version I made in Zbrush.

All the details of the skin have been made with alphas.

The modeling of the bag was quite a challenge as I wanted it to look old and worn.

I have used a lot of alphas to do the details.

And this is my entry for the rookie awards 2023. 

I hope you like it!

You can see more renders in my artstation:

https://www.artstation.com/artwork/KeRLa4


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