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UE5 GROOM R&D

 

Responsible for all aspects

Personal work 

Exploration of metahuman workflow, 

from own customized UE5 metahuman creation, to maya for rigging(adv skeleton) and animation, into houdini for hair grooming, and back into UE5 for rendering, lighting and realtime hair simulation.

Real time sim test

Groom breakdown (big-med-small shapes) :
Base, Base(breakaways), toplayers, flyaways

Initial maya xgen haircards test, more optimized for games but houdini strands gen yields better results for film/vfx

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