u/JozinZZZZBazin
Mechanoid 28mil polys was animation in blender
Hi everyone!
Here’s a small part of a much larger project.
The animation is driven directly from a decimated ZBrush high-poly mesh, painted using a procedural workflow with decals, then projected to USD and animated inside Blender.
Tech details:
28 million polygons
~400 bones
Heavy IK chain setup
High-poly animation without traditional retopo for this stage
This is only a fragment of the full project, which includes additional environment, shading, and rendering systems.
https://www.artstation.com/artwork/QK0OoB
Added for those interested in the design process:
Functional / concept breakdown: https://www.artstation.com/artwork/P6BR31
Organic part/ combined design (WIP): https://www.artstation.com/artwork/AZEXlq
Heli engine- water rendering system
Continuing my Custom Rendering Engine Revival series with the water rendering system.
This video demonstrates the combination of FFT ocean simulation, adaptive Projected Grid rendering, physically based lighting, and real-time reflections developed for the Heli Engine.
I'd love to hear your thoughts and feedback.
Heli Engine - Projected Grid Based Road Decals(updated)
Custom Rendering Engine Revival — Part 2: Road Decal Cascade System
Continuing my custom rendering engine revival series.
Key features:
• Fully 2D road decal representation
• Projected Grid-based road rendering
• Camera-adaptive decal cascades guided by terrain height heuristics
• Dynamic per-cascade render targets for curved surface decal mapping
• Screen Space Displacement Mapping (SSDM)
• Procedural texture bombing
Instead of relying on traditional road meshes, roads are projected onto the terrain in screen space. Screen Space Displacement Mapping (SSDM) is used to add displacement during rendering, while procedural texture bombing helps break up texture repetition.
Reviving my old custom engine — experimenting with real-time rendering techniques
After several years, I decided to bring my old custom engine back to life.
The engine was originally developed as part of my PhD research, exploring non-traditional real-time rendering approaches. Most of the pipeline, including lighting, is based on screen-space techniques.
Current renderer features:
terrain rendering and ray casting
screen-space lighting
procedural clouds
clipmap updates
Performance-wise, it currently runs around 65–80 FPS at 2560×1600 resolution with this scene and setup.
John Wick likeness in Metahuman, in-engine shots
Hi folks!) just finished john Wick likeness in Metahuman, check it out
John Wick likeness in Metahuman, in-engine shots
John Wick Likeness , base and secondary wrinkles in ZBrush, texturexyz appied on top
Keanu Reeves as metahuman, xgen groom
Just finished Metahuman version of keanu reeves from john wick 1 period, xgen grooming, pls follow artstation Link for more shots
John Wick pure Metahuman (default textures for now)
John Wick likeness WIP.
Sculpt done in ZBrush, grooming in XGen, rendered in Unreal / MetaHuman pipeline.
Still working on custom skin textures — default MetaHuman skin at the moment.
https://www.instagram.com/p/DYxZLJCDmGV/?utm_source=ig_web_copy_link&igsh=MzRlODBiNWFlZA==
John Wick likeness wip, zbrush + xgen + metahuman
John Wick likeness WIP.
Sculpt done in ZBrush, grooming in XGen, rendered in Unreal / MetaHuman pipeline.
Still working on custom skin textures — default MetaHuman skin at the moment.
https://www.instagram.com/p/DYxZLJCDmGV/?utm_source=ig_web_copy_link&igsh=MzRlODBiNWFlZA==
Likeness maya zbrush xgen mayametahuman
Likeness wip xgen metahuman base.