This character (concept by Jun Kim https://www.artstation.com/artwork/xYODrE) was created as part of a full cinematic pipeline, with a focus on semi-realism, clean forms and materials, and ready for rigging. I started from a base body mesh and built the blocking and semi-realistic proportions based on the concept art.
The high-poly detailing was done in ZBrush.
The clothing was created in Marvelous Designer using proper pattern construction and then refined manually. Clean animation-ready retopology was made for all garments, and the pattern parts were carefully merged into solid, production-friendly elements.
The facial micro details were created using the XYZ Textures workflow, transferring displacement maps onto the high-poly sculpt.
All topology is optimized for subdivision, with all micro details baked into displacement.
Textures were created in Substance Painter using a UDIM workflow (24 UDIMs for the character, 4K resolution).
Hair was created with XGen.
Final shading and rendering were done in Maya with Arnold, using an ACES color space, which allowed for a wider and more cinematic color range.
After rendering, I added a MetaHuman rig (Unreal Engine) to this model and made some minor adjustments to the body using Advanced Skeleton. This is not the final production rig but it allows for posing and checking facial expressions.
More pictures and videos can be viewed here https://www.artstation.com/artwork/4NKxO1
Thank you for watching!












