THOR - 3D Character

Short video introducing the character in UE 5.3

A clear close up shot from Thor in the Snow Environment

A clear close up shot from Thor in the Snow Environment

Full body shot in the Snow

Full body shot in the Snow

This is the initial sculpt before the retopology. I aimed to capture the silhouette of the character, considering the shape of the hair which I later used as a reference for the hair guides in Xgen

This is the initial sculpt before the retopology. I aimed to capture the silhouette of the character, considering the shape of the hair which I later used as a reference for the hair guides in Xgen

Final character model after doing the retopo and modeling the accesories.

Final character model after doing the retopo and modeling the accesories.

The topology of the base mesh

The topology of the base mesh

A close up to the topology of the hand

A close up to the topology of the hand

The Sculpt of the Hammer, once more wanted to respect the shape of the one is holding in the concept, I did not put much detail in the sculpt as I focused to bring up that detail trough the Texturing in Substance Painter

The Sculpt of the Hammer, once more wanted to respect the shape of the one is holding in the concept, I did not put much detail in the sculpt as I focused to bring up that detail trough the Texturing in Substance Painter

Turn Around of the final pose in Zbrush

Turn Around of the final pose in Zbrush

I developed my own skin shader in Substance Painter. Note: I paid tribute to some friends who helped me during these months by putting their names in runes along the stripe that goes around his chest.

I developed my own skin shader in Substance Painter. Note: I paid tribute to some friends who helped me during these months by putting their names in runes along the stripe that goes around his chest.

At this point I started to import the model in Unreal Engine to set up the Materials.

At this point I started to import the model in Unreal Engine to set up the Materials.

Up next, creating the Hair in Xgen, Used the sculpted mesh to plate the guides and give them shape

Up next, creating the Hair in Xgen, Used the sculpted mesh to plate the guides and give them shape

This one was truely a nightmare to prevent from crashing due to the amount of strands. I had to divide it into smaller patches of fur and tried to hide the seams between them in the best way possible

This one was truely a nightmare to prevent from crashing due to the amount of strands. I had to divide it into smaller patches of fur and tried to hide the seams between them in the best way possible

When I was finishing the project I decided to add also some body fuzz.

When I was finishing the project I decided to add also some body fuzz.

To import the Groom was really easy to  do thanks to Maria Zatorska's Xgen to UE5 Script for Maya

To import the Groom was really easy to do thanks to Maria Zatorska's Xgen to UE5 Script for Maya

Time to bring everything together inside Unreal Engine. At this point, I started to tweak some details to get closer to the final version

Time to bring everything together inside Unreal Engine. At this point, I started to tweak some details to get closer to the final version

Close up of the head, first aproach to the hair shading, I used Metahuman shaders as base for the shading of the hair.

Close up of the head, first aproach to the hair shading, I used Metahuman shaders as base for the shading of the hair.

Extreme close up where the peach fuzz of the skin can be seen

Extreme close up where the peach fuzz of the skin can be seen

Turn around of the model inside UE5

Turn around of the model inside UE5

Once I had the character in pose, I began to think about the final composition

For the final setup of the character, I used assets from Quixel Megascans to set up a scenery. Additionally, I made a quick sculpt for the feet to appear in contact with the snow

Snow particles inside UE5 using Niagara particle system. If we add these particles to everything mentioned earlier, we end up with this final result

To wrap up, I want to thank my friends Julen Urrutia, Giulio Marrone Dittli, and Xabi Urrutia for helping me in this journey and for all the feedback I received during the execution of the project