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Creating a Real-time 3D Character for Unreal Engine 5 | Full Workflow

1.8K views· 37 likes· 21:24· Jun 7, 2025

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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

About This Video

In this video I walk you through my full, game-ready character workflow aimed at a real-time Unreal Engine 5 presentation. I start in ZBrush for the high poly sculpt, then move into Maya to build an optimized mesh that actually makes sense for real-time. From there I take it into Substance Painter for texturing, with a big focus on not leaning on smart materials as a crutch (mostly) and instead building things in a way I can control and iterate on. Finally, I bring it all together inside Unreal for the final look and presentation. This project kicked off because I started a mentorship with Frankie Eaton back in March, and I treated the whole thing like a learning mission, not just “make a cool character.” My main goals were getting comfortable with the Unreal side of the pipeline, improving my Substance workflow, and keeping everything as non-destructive as possible so I can make changes without blowing up the entire project. The biggest takeaway is simple: set specific “learning moments” for every project, because that’s how you actually level up. I’m genuinely stoked with how this one turned out—and even more hyped to push the next project with everything I learned here.

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