// ARCHIVE: 04_METAHUMAN DIGITAL TWINS / AVATARS

DIGITAL CHARACTERS

Hyper-realistic digital twins, game-ready real-time avatars, intricate PBR groom hair strand simulation, quad facial topology rigging, and high-end cinematic animation.

PROGRAMS USED:
UNREAL ENGINE
ZBRUSH
MAYA
WRAP4D
SUBSTANCE PAINTER
MARVELOUS DESIGNER
PHOTOSHOP
// 01_DISCIPLINE

DIGITAL TWINS

04 ARCHIVE PROJECTS
01

FILENIN SULTANLARI

NATIONAL ATHLETE TWINS // 05 PLATES
[ 01 // SULTANLAR ] 05 PAGES
INSPECT PROJECT →
ATHLETE ANATOMY LUMEN GI
LIVE STAGE DIGITAL TWIN // 05 PLATES
[ 02 // MOTIVE ] 05 PAGES
INSPECT PROJECT →
GROOM SIMULATION UNREAL 5.4
03

MICHEAL SCOFIELD

PRISON BREAK REPLICA // 12 PLATES
[ 03 // SCOFIELD ] 12 PAGES
INSPECT PROJECT →
CINEMATIC LIKENESS DISPLACEMENT MAPS
04

NEGAN

CINEMATIC CHARACTER RIG // 01 PLATE
[ 04 // NEGAN ] 01 PAGE
INSPECT PROJECT →
LEATHER PBR VIRTUAL PRODUCTION
// 02_DISCIPLINE

REALISTIC CHARACTERS

02 ARCHIVE PROJECTS
01

APE

METAHUMAN & PRIMATE RIG // 12 PLATES
[ 01 // APE ] 12 PAGES
INSPECT PROJECT →
METAHUMAN RIG 8K PBR MESH
02

HOOD CYBER

SYNTHETIC CYBER AVATAR // 09 PLATES
[ 02 // HOOD CYBER ] 09 PAGES
INSPECT PROJECT →
CHAOS CLOTH STAGE CONCERT
// 03_DISCIPLINE

STYLISTIC CHARACTERS

01 ARCHIVE PROJECT
01

DINO

STYLISTIC CREATURE DESIGN // 09 PLATES
[ 01 // DINO ] 09 PAGES
INSPECT PROJECT →
STYLISTIC CREATURE ZBRUSH & UNREAL 5
// TECHNICAL FRAMEWORK

STUDIO DISCIPLINE SUMMARY

SPEC // 01

Metahuman Topology

Clean quad edge flows, anatomically calibrated facial muscle loops, and 52 FACS blendshapes engineered for real-time live performance tracking.

SPEC // 02

Dynamic Groom & Cloth

Strand-based physical hair guides and multi-layered Chaos cloth simulation interacting with realistic wind forces and kinetic character acceleration.

SPEC // 03

8K Multi-Layer PBR

Micro-pore displacement, multi-zone epidermal scattering, dual-lobe specular highlights, and anisotropic coat reflections for stage screens.