Some older work from the previous the holiday break. I used this project to explore a more stylized character direction while continuing to build on my workflow in Character Creator. Currently operating in full debug base-mesh mode, she has a clothing pass pending. 🙈
The focus wasn’t just on creating a stylized sculpt, but on understanding how to push style in Unreal. This is an early pass focused on validating direction and pipeline viability rather than final polish, with plans to push it further through continued iteration.
- Exploring stylized anatomy and pushed proportions while maintaining deformation
- Establishing a facial base that supports animation and wrinkle maps
- Testing blendshape behavior in a stylized context
- Identifying where default setups break and require custom solutions
- Explore hair & cloth tech solutions
- Building look-dev materials for a stylized read in-engine
- Experimenting with Character Creator’s wrinkle map systems
- Testing form readability across lighting and transparency conditions
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| Unreal with animation retarget though CC |
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| Unreal with animation retarget though CC |
Testing materials with transparency. Stylized materials can be tricky in Unreal when working within its default rendering pipeline.
Looking forward to further iterations!






































