Blade 1998

UVs Character

UVs Character

Glasses, Glaive, Eyes, and Mouth.

Glasses, Glaive, Eyes, and Mouth.

Marmoset Baking

Xgen hair

Xgen hair

Expressions

Expressions

Blade 1998 started as a fan art project a few years ago to test my skills in capturing likenesses. After a couple of years, I decided to adapt the model to real-time using the latest techniques and rendering engine.

I was fortunate to have Juan Novelletto mentoring me during the process, which helped me finally understand the tricks required for a game character to be considered AAA. I can't thank him enough for all the knowledge he shared and for his patience. I highly recommend checking his profile:
https://www.artstation.com/juannovelletto

All aspects were created using a combination of manual sculpting, traditional poly modeling, garment simulation, and scan data, utilizing most of the tools at my disposal to streamline the process. The hair was crafted using Xgen interactive, imported to Unreal as Alembic, and simulated with physics. For transferring Metahuman DNA, I've used the Metatransfer tool provided by the great team of Loading https://www.linkedin.com/company/loading-studios/posts/?feedView=all

For the animation, I used a combination of the Mixamo mocap library and custom animations with Metahuman rigging. The facial animation was done using keyframe animation and sculpted custom wrinkle maps for various facial expressions.

Thanks for taking the time to read this and for supporting my work.

Cheers.

Album
Date
March 24, 2025