A character study exploring realistic skin and hair rendering in Unreal Engine 5. Head textures were built layer-by-layer in Substance Painter — from blood through skin layers to a final makeup pass.
Hair was crafted in XGen with guides. Rendering leveraged Metahuman eye shaders and subsurface profiles, with a ZBrush cavity map breaking up surface roughness and doubled-up normals for extra skin detail.
The suit was retopologized in Modo, sculpted in ZBrush, and painted in Substance Painter. The final result demonstrates a complete character art pipeline from high-poly sculpt through real-time rendering.

Full Body with Helmet

Face Detail

Skin Detail

Suit Detail

Helmet Glass