Building Real-Time Characters with UE4 & Substance Painter
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I would love to run Mobile Photoshop with Sculptris and Moi3D on my Surface Pro

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Too bad I work 95% of texturing on SP now...

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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