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RAThe stages of creating Ana de Armas’s digital double.
My way from sculpting and texturing to real-time rendering in Unreal Engine 5 + PathTracing
The pipeline includes: 3D scan creation, Wrap 4D, ZBrush, 3Ds Max, Metahuman Creator, Photoshop, Live Link Hub, Davinci Resolve, After Effects.
#unrealengine #animation #3d #3drender #unrealengine5 #character #ana_de_armas #metahuman
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