A character I developed as a personal project and UE5 study. This character is based off of a historical figure of my home Island called Micronesia/FSM(Federated States of Micronesia) where I was born before moving out to the US. The character was sculpted in Zbrush and further developed using Blender for retopology, uv unwrapping, and Substance Painter for texturing. One of the hardest parts of creating a game character for me has been hair cards but I feel I had a breakthrough with this piece creating real time hair. A big learning curve on this project for me was unreal engine 5. In this scene I created 2 master shaders. One to be a General shader I can add custom parameters for the body and clothing. The second shader is a hair shader with custom parameters to control the hair look and thickness. For the eyes it was a big learning curve and still is for me. I wanted to setup something quick for this so I found a great asset by Spencer Wang for a procedural eye in unreal. For the environment I also didn't want to spend too much time on creating the assets myself so using Quixel's bridge assets I was able to put together a stage for the final renderings and animations. This is a big step up for me in terms of getting familiar with Unreal Engine 5, setting up custom shaders, and Rendering.