logo80lv
Articlesclick_arrow
Talentsclick_arrow
Events
Workshops
Aboutclick_arrow
profile_login
Log in
0
Save
Copy Link
Share

Breakdown: Gentle Girl Surrounded by Flowers in 3D

Zephyr Zhou showed us the work done for the Vernal Prayer project, explained how the girl was made delicate and emotionally expressive, and shared a look at the process behind the pearly earrings.

Introduction 

Hi, I’m Zephyr (周子华), a Character Artist specializing in stylized realism and real-time character creation workflows. Previously, I worked on projects such as Marvel Rivals and other stylized character productions. Unfortunately, due to project confidentiality and production agreements, I’m unable to share most of the related work publicly.

My work mainly focuses on character atmosphere, material expression, and cinematic presentation inside Unreal Engine 5. I enjoy exploring the balance between realism and stylization, especially how subtle details in lighting, makeup, shaders, and composition can shape the emotional presence of a character.

Vernal Prayer

The project began from an experimental visual concept that combined floral elements, traditional costume aesthetics, and character portraiture in a way that immediately caught my attention.

What interested me most was the contrast between the strong Eastern visual atmosphere and some of the facial features in the original concept, which felt slightly disconnected from the overall mood. I wanted to reinterpret that feeling through my own artistic judgment and create a version with a more classical oriental temperament while still preserving the dreamy and cinematic atmosphere that inspired me in the first place.

Modeling

For the hair workflow, I mainly relied on a combination of ZBrush sculpting and Maya curve extraction. Instead of building everything from traditional hand-placed curves, I first established the larger hair flow and silhouette directly in ZBrush, then converted those forms into usable guides for XGen.

This approach allowed me to iterate much faster while maintaining strong overall shape control, especially during the early design stage, where silhouette adjustments were happening constantly.

For the flowers and vegetation, I used SpeedTree instead of relying entirely on traditional sculpting workflows.

I found this approach much more efficient for quickly building and adjusting large amounts of organic elements, especially when testing composition, layering, and overall visual rhythm inside the scene. It also made iteration significantly faster during the look-development phase.

Topology, UVs & Character Setup 

For the character setup and topology stage, I wanted to maintain a balance between visual quality and real-time performance inside Unreal Engine.

In the early stage, I used DAZ to quickly establish the character pose and overall body rhythm. Later, I transferred the topology to a MetaHuman-based mesh using Warp4D. One of the main reasons for this decision was that MetaHuman already provides a very mature and flexible facial shading framework inside UE5, which allowed me to focus more on artistic adjustments instead of rebuilding the entire system from scratch.

For the clothing workflow, I used Marvelous Designer to establish the initial garment structure and folds. Afterward, I refined and regularized the mesh inside Maya using attribute transfer and cleanup workflows to achieve cleaner topology and more controllable deformation.

Most UVs were organized and packed in RizomUV, which helped speed up the process significantly, especially when handling more complex costume parts and accessories.

Texturing & Shading 

For texturing, I primarily relied on Mari to repaint and refine the skin, specular, and roughness information. Although MetaHuman provides a strong base, I felt that some of the default skin details were still too generalized for the specific atmosphere I wanted to achieve.

I spent a significant amount of time adjusting subtle skin breakup, makeup transitions, and roughness variation to give the face a more delicate and emotionally expressive appearance. I also designed the entire makeup node system directly within the official MetaHuman material framework, which allowed me to achieve more flexible control over blush, eye makeup, lip details, and tonal layering while preserving the advantages of the original shader setup.

This workflow also gave me much more flexibility when iterating on emotional tone and facial storytelling during the lighting stage. In my opinion, makeup design can dramatically change the visual personality of a character, even when the facial structure itself remains the same. Because of this, the face ultimately became one of the most challenging and iterative parts of the entire project. 

For the costume texturing workflow, I mainly used Substance 3D Painter to build layered fabric materials and decorative details. One of the key focuses was creating anisotropic silk-like highlights and embroidered surface patterns that could react naturally under different lighting conditions inside Unreal Engine.

I experimented with multiple roughness and directional highlight variations to achieve a more elegant fabric response, especially for the darker cloth areas where subtle lighting changes became very important for readability. For the embroidery details, I combined height information, mask layering, and hand-painted adjustments to create richer surface depth while still keeping the materials optimized for real-time rendering.

Since the costume design contains many ornamental elements, maintaining a balance between visual complexity and material consistency became an important part of the process. I wanted the fabrics to feel luxurious and stylized without becoming overly noisy or distracting from the character itself.

For the hair shader, I mainly used the official MetaHuman hair material as a foundation since the system itself is already very mature and production-proven. Most of my modifications focused on gradient control, tonal variation, and overall silhouette readability under different lighting conditions.

The earrings were another particularly interesting part of the project. I experimented with real-time glass and shell-like material effects inside Unreal Engine, attempting to simulate refraction, reflective layering, and subtle caustic-like behavior without relying on traditional offline rendering techniques.

This process taught me a lot about balancing visual richness and real-time performance, especially when building stylized yet believable materials in UE5.

Lighting & Rendering 

The lighting setup itself was relatively straightforward and mainly based on a standard portrait lighting approach. However, I spent a lot of time shaping the atmosphere and emotional tone through environmental effects and post-processing.

I added floating petals, subtle particle motion, and firefly-like elements to create a sense of softness and movement throughout the scene. I also used volumetric fog, exposure adjustments, bloom, and depth layering to enhance the cinematic feeling and visual depth of the final renders.

One of the goals of the project was to push real-time rendering quality as far as possible while still preserving the flexibility and immediacy of Unreal Engine. Everything shown in the final presentation was rendered in real time directly inside UE5.

I was particularly interested in preserving the immediacy and flexibility of real-time rendering, where even small adjustments in lighting or atmosphere could instantly reshape the emotional feeling of the scene.

Challenges & Lessons Learned 

One of the biggest challenges throughout the project was achieving the right balance between stylization and realism, especially in the facial area.

The face occupies a relatively small portion of the final image, but it carries most of the emotional weight of the character. Small adjustments in makeup, roughness, eye shading, or facial proportions could completely change the mood and personality of the final result. Because of this, I spent a large amount of time iterating on subtle details that might not be immediately noticeable individually but became extremely important when combined.

Another challenge was maintaining visual consistency across all elements, including flowers, fabric, skin, hair, particles, and lighting. Since the scene contained many layered materials and translucent effects, keeping everything visually unified inside a real-time environment required constant balancing and iteration.

Overall, this project taught me a lot about controlling atmosphere, emotional storytelling, and visual rhythm rather than focusing only on technical execution.

Advice to Beginners

If I could give one piece of advice to beginners, it would be to spend more time observing and emotionally connecting with the things around you instead of focusing only on technical skills.

Technical knowledge can always be learned over time, but artistic sensitivity often comes from real-life experience, observation, and personal emotion. I believe strong character art is not only about anatomy or rendering quality, but it’s also about whether the work can convey feeling, atmosphere, and personality.

At the same time, it’s important not to lose yourself completely in production. Relaxing, experiencing life, and maintaining curiosity are all valuable parts of the creative process.

Zephyr Zhou, Character Artist

Interview conducted by Gloria Levine

Built for the Game & Digital Art Industry
Get Our Media Kit

Comments

0

arrow
Type your comment here
Leave Comment
Built for the Game & Digital Art Industry
Get Our Media Kit

We need your consent

We use cookies on this website to make your browsing experience better. By using the site you agree to our use of cookies.Learn more