Portraits created using a hybrid workflow combining several industry-standard tools. The base mesh was sculpted in ZBrush and then processed through MetaHuman Identity to be adapted into MetaHuman Creator. Textures were crafted and refined using Substance Painter, blending multiple techniques to achieve realistic skin detail. Hair was created in Blender using the particle system, then optimized and adapted for real-time rendering in Unreal Engine.
Tools: Blender | MetaHuman Creator | Substance Painter | Photoshop | Unreal Engine
Technique: Digital sculpting + Custom hair + Post-production
Animation Sequence