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uploaded several renders to show how the character turned out, along with images of the high poly model and wireframe views. The final low poly model ended up with around 200k triangles.
This character was not strictly optimized for low-end game polycount, as the focus was on achieving high visual quality while maintaining real-time performance.
At the end, there is a screenshot inside Unreal Engine showing two Blueprints: one using hair cards (game-ready) and another using hair strands for cinematics.
In the video, you can see more details of the character inside Unreal Engine, as well as the material instances I created to customize the character according to the developer’s needs. At the end of the video, the Blueprint is running and fully functional.
Technical Information
Created in Unreal Engine 5.6
Nanite: Disabled
Virtual Textures enabled (for UDIM workflow)
Plugins required: MetaHuman, Groom, Hair Card Generator
Texture resolution: 4K (UDIM workflow)
Final low poly: ~200k triangles
Rig: MetaHuman skeleton
Includes: Character mesh, materials, textures, Blueprints, and hair setup (cards + strands)
REVIEWS & COMMENTS
accuracy, and usability.
