In this personal project I wanted to apply myself to the creation of a whole humanoid character ready for full performance motion capture (body, hands and facial expressions) through Rokoko Suit or HTC Trackers.
I wanted to study the full pipeline, from the initial high poly sculpt, to retopology, unwrapping, texturing, rigging and integration in UE 5.2.
The creature is a mix I made taking inspiration from two concepts: one by Denis Rybchak for Plarium RAID and another by Aleksi Briclot.
Thanks to Sergey Chesnokov (Outsourcing Art Lead at DICE EA) for mentoring me in the whole sculpting and texturing phases. It has been a great learning experience, and I practiced a lot the feedback and improving process.
I chose 3D-Coat as high-poly sculpting tool because I had already experience with ZBrush and I wanted to get better in 3D-Coat, that permit several interesting voxel-based techniques. I still provided always a ZBrush version to the art director for feedback.
I made the retopology in Blender, because it's a software I'm very proficient with. For UV unwrapping and packing I used ZenUV and UVPackmaster addons. Character has 2 4K textures (UDIM setup) and weapon has a different 2K texture set with the same texel density.
Rigging and weight painting in Blender, using AutoRigPro addon.
I textured the materials in Substance Painter, creating color, roughness, metallic, height and subsurface maps in addition to the baked normals.
I chose Unreal Engine 5.2, because it uses the new OpenXR plugin instead of the previous and discontinued SteamVR plugin as interface with HTC VR controllers and trackers. The character has a custom skeleton, similar to UE5 mannequin but with additional bones to drive some of the items hanging from the hips.
I created a postprocess animation blueprint that moves automatically the bags, the chest on the back, the wheel, the blades... following main animation and providing a more natural feeling. I also configured the tunic to move through cloth simulations. I created the IK rig in Unreal and the retargeter from the default mannequin. With this setup, default animations for Unreal Mannequin can be easily retargeted.
Thanks to the MegaMocapVR project I've also created the blueprints that can drive the character with motion captured by HTC Vive Trackers and controllers. Facial performance can be added at the same time with an iPhone and LiveLink.
The cover image has some light overpainting (with Clip Studio Paint), while all the other images and videos are unaltered from Unreal Engine, 3D-Coat and Blender.
Unreal 5.2 cinematic scene with test animation. Combination of walking and idle cycle from UE5 Mannequin and a Mixamo animation. Cloth simulation for the tissue and a postprocess animation blueprint for the hanging accessories.
Unreal 5.2 4K Turnaround
Unreal Engine 5.2 IK retargeter and test with standard UE Mannequin animations. (in this version the texturing isn't finished yet)
Motion capture test with UE 5.2 and HTC Vive Trackers 3.0 and Index Controllers. 4 trackers provide position of the two feet, the pelvis and the head, and drive the IK targets. Cloth simulation and spring bones work in real time.
Face performance test in UE 5.2 with LiveLink and an iPhone XR. I sculpted the 52 facial expressions that are driven by LiveLink ARKit with the help of the FaceIt! Blender addon. (in this version the texturing isn't finished yet)
Main PBR textures
I also made a version for Character Creator 3 and iClone, compatible with their library assets, that sometimes are used in certain pipelines. (temporary texturing)
A screengrab clip of sculpting small details in the hands with 3D-Coat