United Animal Kingdom #1

What began as a quick Zbrush sketch turned into a big learning exercise. I used this project to learn XGen more thoruoghly and try to integrate it into the new Unreal ( using 4.24 for this project ) This was extremely taxing on my computer and video card, so I couldnt push the hair and fur rendering as far as I would have liked. Next time, I'll pick a character with less fur ; )

This shot uses my character, a crap-ton of Xgen hair in Unreal, some environment props from Megascans, and a way too many lights.

This shot uses my character, a crap-ton of Xgen hair in Unreal, some environment props from Megascans, and a way too many lights.

My poor 1070 couldn't handle this much stress, so I couldn't push the rendering much further than this. I'd like to revisit the hair again after I upgrade

My poor 1070 couldn't handle this much stress, so I couldn't push the rendering much further than this. I'd like to revisit the hair again after I upgrade

The story in my head is one where dogs are all oppressed people in a fantasy 15-17th century Great Britain-like world. Cats are the aristocracy and they are fat and evil....Moral of the story, dogs are better than cats

The story in my head is one where dogs are all oppressed people in a fantasy 15-17th century Great Britain-like world. Cats are the aristocracy and they are fat and evil....Moral of the story, dogs are better than cats

closeups...

closeups...

...and more closeups...

...and more closeups...

viewport grab from my render camera. I had lots of issues with the hi-res screenshot tool so i ended up making a sequencer to render out most of my shots

viewport grab from my render camera. I had lots of issues with the hi-res screenshot tool so i ended up making a sequencer to render out most of my shots

This is the detailed lighting view from Unreal. Might use this in place of Keyshot for higher poly work in the future

This is the detailed lighting view from Unreal. Might use this in place of Keyshot for higher poly work in the future

To the left are the XGen guides, center are The hairs generated out of viewport, and the right are the groom clumps in Unreal

To the left are the XGen guides, center are The hairs generated out of viewport, and the right are the groom clumps in Unreal

Here's another shot of the XGen guides I generated for this guy. In all I made 4 different Collections with varying amounts of descriptions in each

Here's another shot of the XGen guides I generated for this guy. In all I made 4 different Collections with varying amounts of descriptions in each

A quick shot of all the textures I generated from Substance. I ended up with 6 Material sets, each with an Albedo, Normal, and packed RGB mask ( Roughness, Metal, AO )

A quick shot of all the textures I generated from Substance. I ended up with 6 Material sets, each with an Albedo, Normal, and packed RGB mask ( Roughness, Metal, AO )

The Tposed Zbrush Sculpt. I used dynamic subds and Zmodeler to build all my geo in a fashion where I could easily pose the model in Zbrush rather than attempt rigging and posing externally

The Tposed Zbrush Sculpt. I used dynamic subds and Zmodeler to build all my geo in a fashion where I could easily pose the model in Zbrush rather than attempt rigging and posing externally

This is that same model with an earlier pose I made. Luckily the geo was clean so I could make different poses very easily

This is that same model with an earlier pose I made. Luckily the geo was clean so I could make different poses very easily