I created a Metahuman version of Zuko in Unreal Engine 5.5 as a way to explore the Maya-to-UE5 pipeline, with custom clothing.
My goal was to push toward a more realistic interpretation of the character while still staying true to the spirit of the original animation. I got to dust off some rigging, texturing, and animation practice.
While the process has become a bit smoother in UE 5.6, this was both rewarding and (sometimes) frustrating. A great learning experience overall.
I have a more elaborate fire bending animation in the works with a friend of mine 🔥
Hair sim and chaos cloth simulations are currently working in engine, I just don't have the animation chops to do it justice.
Credits and Assets:
Huge thanks to Sanit Klamchanuan for his help concepting the leather carving patterns.
https://www.instagram.com/spicythaidesign/
& J Hill for convincing me to rework the initial simple version.
- 3D Scan Store Metahuman identity as the base for texturing.