RFLXT
This was a recent two month contract to explore potential stylization of specific influencers.
I made everything you see with the exception of the Metahuman eyes and body. And, of course, the people I emulate.
shown with permission
Carson
Molly
molly
Molly
Moving through some adjustments to her Meta Smile
Displayed at the trade show
Working on the Metahuman rig in Unreal 5 with custom adjusted blends.
Working on the Metahuman rig in Unreal 5 with custom adjusted blends.
Working on the Metahuman rig in Unreal 5 with custom adjusted blends.
Working on the Metahuman rig in Unreal 5 with custom adjusted blends.
Variations on a smile.
Variations on a smile.
Variations on a smile.
Variations on a smile.
Variations on a smile.
Xgen hair. I also tried a pass in Blender but the Xgen version was chosen by the AD originally.
We were playing with approaches to stylize brows and lashes with a more style based approach.
Getting her on the MetaHuman body.
Early shapes.
Early shapes.
Early shapes.
getting on the Metahuman rig
Finally solved "the gap".
from inside the test scene, the armor was a pre-existing asset that I did not build.
many iterations overall, hair color, brows, all of it being explored.
I created this as a slightly different take on her hair in Maya Xgen. There would be more iteration, but we chose to explore another path.
Working as a Metahuman.
I did not make this hair, it was created by their on staff Character Artist Alex Garvin.
variations from more real to very stylized. We started from the realistic rendition on the left made by artist Alexander Garvin.
Much more on the style side of the curve.
3 differing approaches.
Varied levels of stylization. The realistic version on the far left and her hair are created by artist Alexander Garvin.