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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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