Support the Channel - https://thatmoderndude.gumroad.com/ Check out the artwork here - https://www.artstation.com/artwork/zx18NQ In this video I go through all the stages of my most recent real time character. From High poly in Zbrush, optimized mesh in Maya, texturing in Substance and the final presentation in Unreal. In March I started a mentorship with Frankie Eaton to work on a Real-time character to be presented in Unreal Engine. The goal of the mentorship for me was to learn the process on getting the character in Unreal Engine, Texturing in Substance Painter without the reliance of smart materials (Mostly) and building a non-destructive workflow. I think it is really important when working on a project to set yourself goals or "learning moments" aside from the project itself, that way you can grow and learn as an artist. I'm stoked with how this character turned out, with everything I learnt and even more excited for the next project! Shoutout to Frankie for answering my many questions and helping me land this plane! Social Links - https://shor.by/GJGL

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