Next Gen Game Character WIP


This is my first time using UE4. I have placed this post in material/render section as well but once I get some answers I will continue on this thread:

I,m taking a CGMA class with Adam Skutt as the instructor. My goal is to create a realisitc next gen game character and render (and use) in UE4

I am using realisitc character content setup

  • I removed turned off all lights and cameras and made a simple spotlight and new camera
  • Connected the material and nodes used on the realisitc UE4 bust to my character bust


  • I have an Xnormal Cavity map currently being used for Specular. I want to combine this with another Cavity map I created in Zbrush. How do I combine properly?

  • I am currently using a Bent Normal Map from Xnormal, what is the best practice for combining and masking another normal map to this one (I will be combining with a tileable tangent normal map with microdetailing?

  • Importing into UE4 is challenging. How do I import other assets for this bust so they snap in place on the bust? This bust is an FBX. I found bringing obj to the scene will not align with the bust.

Glad you are! I have gotten much further by doing separate studies on skin and hair mainly. I learned a lot about hair taking a class on CGMA.