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BRAVO MEDIA

2023, 2024  |  CHARACTER TECH ARTIST / UE5  |  UNREAL ENGINE 5 + BLENDER

Built a production-ready real-time digital human in Unreal Engine 5 using the full Metahuman pipeline — from base mesh sculpt to in-engine groom assets, cloth simulation, and real-time performance optimization. Every skill demonstrated here maps directly to AAA character tech art: facial rig integration, Groom component workflows, LOD management, and real-time rendering constraints.

[ DEPLOYED IN UNREAL ENGINE 5 FOR LIVE REAL-TIME USE ]

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FACIAL MESH & METAHUMAN INTEGRATION

Sculpted a custom facial mesh with topology built specifically to meet Metahuman's rig constraints — ensuring seamless integration into Unreal Engine's facial animation system. 17 iterations over five days to get the base mesh right. Transferred into Metahuman Creator, then hand-edited the skin blending and material parameters for accuracy and real-time performance.

GROOM ASSETS & CLOTH PHYSICS

Hand-placed and styled hair and beard groom strands in Blender, then transferred into Unreal's Groom component. Configured clump patterns, roughness curves, and curl dynamics to simulate natural hair behavior at real-time framerates. Added cloth physics to the outfit and optimized constraints for smooth performance under live rendering conditions.

REAL-TIME OPTIMIZATION

[ADD YOUR TEXT HERE — describe the LOD setup, groom strand count budget, render performance targets, or any optimization passes you made to hit real-time performance requirements.]

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