Here you can see a royal guard from the korean dynasty called Joseon - known today as South Korea.
He is built in Unreal Engine 5.6, as a Metahuman, utilizing ChaosCloth (video below for animation footage).
To level up my knowledge on Cloth and Marvelous Designer, I joined the ZAS (Zombie Art School) a few months ago.
I have been working on this project during my evenings over the last few months under the fantastic mentorship of Ankit Garg, who is the owner of ZAS.
Ankit is an excellent teacher. He expects a high level of commitment from each student, and in return he will also give back a high level of commitment to each single student. If you are thinking about going back to the drawing board and studying cloth, or just to improve your artistic abilities, I heavily recommend to reach out to ZAS and Ankit Garg. I know I did not regret it, and if I could go back in time, I would do it all again.
https://www.artstation.com/zombieartschool
https://www.artstation.com/ankitgarg
My inspiration for this character is heavily based on a character from the korean drama called "Hwajung, the Princess of Light". Please scroll down to see the my main reference image that I used from the drama.
The awesome environment I used in some of the renders is called "Chinese Temple" by Nikolas Volchenko.
Here are the general steps I took for this project:
I first blocked this character out in Zbrush. Then, I created the clothes in Marvelous Designer. The highpoly was done in Zbrush. The Lowpoly, UV's were done in Maya - shoutout to the UVPackMaster tool, it's awesome. Texturing was done inside Substance Painter and all the grooms were done with Xgen (Maya). To get the basic textures for the feathers, I used the Feather tool by Morteza Shateri.
Inside Unreal Engine, I set up some of the clothing as ClothAssets (Skirt, Hatband), and others as physic assets (Necklace).
Video editing was done inside Davinci Resolve.
Special thanks first of all to my fiance for her patience and understanding (as this has taken up most of my evenings), to my colleagues Tymoteusz and Tyler for their insights on rigging inside Unreal, and to Patrick van Rooijen for his constant support.
Intro (captured with MRQ in UE 5.6)
Using LiveLink to showcase FaceROMs
Character Game Animation Sample
Cloth Sim in ClothAsset Viewport