Personal Work- Character Pipeline

Work In Progress / 24 September 2025

Hey Folks!

Was recently Laid off along with around 70 other excellent people from Firaxis, and so taking my down time between things to work on a blog that I can use to explore some of the features of Unreal 5.6, With the goal of creating an in-editor, game ready customizable metahuman tool set.
A few things I wanted to do for the early phases of this adventure, is to get a clean set of scan based textures on a naked metahuman to use as my base model and help add functions for the base master material that can be customized a bit.

Full Disclosure: I will be using some scan assets from 3d Scanstore, purchased for my own personal use.  They are pretty decent quality for the price.

Here is the base metahuman I had output from the MHC tools kind of a simple average-athletic male type.




Here is a shot of the very standard scan transfer setup in Wrap used for the scan transfers.


And here are some shots following the Raw scan transfer with just some minor cleanup of blemishes and lighting.  The skin details now feel alot stronger both in the normal map and with the depth of color in both the face and body.  This color variation will provide an excellent base for the next steps to create a tint-able base skin tone and overlay melanin maps over that to make the material for this suitable for characters of a wide variety of skin tones and ethnicities.

Realtime Shots in Unreal