3D character artist Andres Zambrano walks through his workflow for creating a realistic fantasy adventurer in Unreal Engine 5. He covers the full pipeline: building a reusable anatomical base mesh, sculpting in ZBrush, retopology with ZWrap and ZRemesher, cloth simulation via Marvelous Designer, hair creation with XGen exported as Alembic grooms, and texturing in Substance 3D Painter using master materials for leather and metal. Lighting in UE5 uses directional lights, reflector surfaces, rim lights, Lumen rendering, Niagara particle effects, and post-process volumes to achieve an offline-render aesthetic. Key advice includes adapting Arnold render workflows to Unreal Engine and starting with small projects when learning the engine.
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