Building Real-Time Characters with UE4 & Substance Painter
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by Thomas Guillemot
2 hours ago

Well that's a lot of hats !

by Thomas Van Fossen
7 hours ago

So why not finish the project but making it super generic? Strip all star wars terms out. Then when the game is finished, allow for modders to make a conversion mod that will reinsert the star wars material? That way he can finish it and we all can get what we want and no one has to give up on their dreams.

by Kelvin Hubbert
9 hours ago

When are you guys going to make God of War 5?

Building Real-Time Characters with UE4 & Substance Painter
1 April, 2018
Character Art
Interview

Ahmad Soltani gave some details on the way he’s built his real-time Gangsta character with the help of UE4, Substance Painter and ZBrush.

Hi, my name is Ahmad Soltani and I’m a freelance character artist from Afghanistan. I love playing video games and that’s the main reason I got into the game industry, especially making characters.

The concept behind this project was to get a realistic result in UE4 and it was really a challenge for me since I got tired of Marmoset!

I used a base mesh that exists inside of ZBrush (Nicks_HumanMale) and then started sculpting and for fine details, I used Texturing.xyz maps!

For shaders, I’ve tried to make my own ones but for texturing, I’ve used Substance Painter. For the skin texture, first, I used a couple of high-res images from the internet, then started projecting them in ZBrush and imported in Substance Painter and added what was needed, like Specular, Glossiness, etc.

For those small pores, I applied two different 512 tileable normal maps and used them in my shader but I needed to make masks for them.

6-the rendering part was a little bit challenging since I don’t know much about UE4 (I’m new to it) but I took some time and read the articles on UE4 websites. I searched a lot for some shots from movies since I needed some references on cinematic lighting.

Ahmad Soltani, 3D Artist 

Interview conducted by Kirill Tokarev

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