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3D Artist Reimagined Half-Life 2's Headcrab With Unreal Engine 5's Substrate

Emanuel Pessel documented his entire process in a 62-page breakdown.

Emanuel Pessel created this project as both a portfolio piece and an educational exercise, with the main goal of exploring Unreal Engine's Substrate system through a biological subject. As the artist puts it, Substrate is "still a hotly debated topic and most of its guides are centered around cars."

To create this headcrab, he used ZBrush, 3ds Max, Substance 3D Designer, Substance 3D Painter, Akeytsu, and Unreal Engine 5.7.4. Emanuel also emphasized that no AI was involved, aside from using it for spell-checking: he published a comprehensive 62-page case study documenting the entire process, giving other artists a resource to learn from.

Emanuel Pessel

Emanuel Pessel

Emanuel Pessel

Emanuel Pessel

Emanuel Pessel

What I did (Full Production Pipeline):

  • Pre-Production: Research (Biology, Fan theories, IP alignment);
  • Concept: Iterative 3D sculpting on the fly;
  • High-Poly & Baking: Sculpting, custom Substance 3D Designer alphas for fine details, and baking;
  • Anatomy & Low-Poly: Topology, texturing, and fitting a functional high-poly Ecorché beneath the low-poly mesh;
  • Tech Art & Animation: Engine implementation, advanced Substrate shader setup, rigging, custom idle animations, poses, and manual LOD optimization;
  • World Building: Environment set-dressing from pre-made assets, lighting, VFX placement, and cinematography for the final compositions.

Emanuel Pessel

Emanuel Pessel

The final asset features three idle animations, uses 16K triangles at LOD0, dropping to 44 triangles at LOD5. It has a texel density of 40.36 texels/cm, a single UV set with a 4K texture, and one low-poly geometry. The Substrate shader contains around 3.2K instructions.

Visit the ArtStation page for a closer look at Emanuel's workflow and "messy struggles, which hopefully shows that these kinds of projects don't just appear out of nowhere."

Unreal users may also be interested to know that there are already hints of what could be coming in Unreal Engine 6. Dylan Browne has been testing a new Lumen mode called LumenRef:

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