Real-time portrait of Soundwave, created by Rafael Torres
Character Art · Photogrammetry · Real-timeFeatured case · 2026

Soundwave

01 · Project

Role3D Character Artist

PipelineRealityCapture · Blender · Wrap3D · MetaHuman topology · Groom · Unreal Engine 5

Source materialPhotographic datasets from 3D Scan Store

Soundwave turns human reference into a realistic digital character through facial reconstruction, production topology, groom development, and cinematic real-time presentation.

Project imagery

Final result and groom.

Final portraits, lighting studies, and technical breakdowns of the real-time hair system.

Soundwave under neutral frontal lighting
Neutral portrait · form and material readability
Close-up of Soundwave's face
Close-up · skin, beard, and facial detail
Soundwave profile in a cinematic environment
Profile · silhouette and groom integration
Cinematic frontal portrait of Soundwave
Cinematic lighting · Unreal Engine
Cinematic close-up portrait of Soundwave
Look development · response under warm light
Front groom breakdown for Soundwave's hair and beard
Groom breakdown · front views
Rear groom breakdown of Soundwave's hair
Groom breakdown · volume and silhouette
Technical visualization of Soundwave's groom strands
Technical visualization · strand distribution

02 · Objective

From reference to character.

Build a complete realistic-character pipeline — from facial reconstruction to hair and final lighting — while preserving identity, material readability, and performance for real-time applications.

03 · Documented process

From reference to character.

Actual development documentation: photographic dataset, 3D reconstruction, facial refinement, groom creation, and real-time character validation.

Frontal photograph used as reference for the Soundwave character
Photographic reference · identity and proportions
Camera set aligned around the head during photogrammetry
Image alignment · multi-angle coverage
Photogrammetry reconstruction of Soundwave from front, profile, and back
RealityCapture · initial 3D reconstruction
Comparison between the processed scan and clean facial base for Soundwave
Facial reconstruction · processed scan and production base
Hair fitting tests for Soundwave in side and front views in Blender
Groom in Blender · fit, volume, and silhouette
Side visualization of Soundwave's hair and beard strands
Groom breakdown · profile and strand flow
Frontal visualization of Soundwave's hair, eyebrows, and beard strands
Groom breakdown · facial density and front view
Soundwave being evaluated in a look development scene in Unreal Engine
Unreal Engine 5 · integration, lighting, and look development

04 · Pipeline

A four-stage process.

A concise view of the technical decisions that structure the character-development process.

01

Photogrammetry

Aligning the photographic dataset and creating the initial reconstruction in RealityCapture to establish volume, proportions, and facial identity.

02

Reconstruction

Processing the scan and transferring MetaHuman topology with Wrap3D to produce a clean, production-ready base.

03

Groom

Building and refining hair, beard, and eyebrows in Blender while balancing density, direction, and silhouette.

04

Look development

Integrating materials, lighting, and the final real-time presentation in Unreal Engine 5.

05 · Result

The result is a game-ready character presented through technical and cinematic renders in Unreal Engine, with particular attention to groom, skin, and material response.

View full imagery and breakdown ↗

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