The project
I had wanted to build a swordswoman for a long time, and Yun's concept gave me the right starting point. I was particularly interested in translating the painterly look of the concept into a 3D character while keeping the original design and proportions intact.
My goal was to bring the concept into 3D without losing its visual identity. I handled the character from sculpting through topology, texturing, and the final Unreal Engine setup.
For the final look, I combined PBR textures with a custom Unreal Engine shader to recreate the hand-painted surface treatment in real time.
Gallery
In motion
Showcase | Yun
Under the hood
PBR + painted
Texturing approach
Custom shader
Unreal Engine 5
Real-time
Render target
Full body
Character + weapon
Tools
- ZBrush
- Maya
- Blender
- Substance Painter
- 3DCoat
- Unreal Engine 5