1.Core Component Topology
Head:
• Face: 50K polygons (wrinkles/beard baked from high-poly)
• Felt Hat: 2K polygons (solid modeling + alpha transparency for frayed edges)
Costume:
• Coat: 8K polygons (tweed texture via Normal Map)
• Puff Sleeves: 3K polygons (cloth simulation weight maps)
Accessories:
• Leather Toolkit: UV unwrapped preserving stitch details
• Wristbands/Belt: Separate UV quadrant (shared material)
2.Material Channel Specifications
Special Treatments:
• Beard: SSS Material (Scatter Radius R=1.2, G=0.8, B=0.6)
• Dirty Cuffs: Vertex Painting blending two Base Color layers
3.Technical Demonstration
A. Wireframe Validation
• Orthographic views showing manifold topology (Key focus: Facial tri-flow for expression deformation)
B. UV Layout Strategy
• 4K texture atlas (UDIM disabled)
• Key area allocation:
Head: 45% | Costume: 30% | Accessories: 25%
C. UE5 Shader Logic Diagram
[Texture Sample] → [Lerp Node for stain blending] → [Parallax Occlusion for wrinkles]
↓
[Material Function] ← [Vertex Color-controlled edge wear]
4.Rendering & Lighting Setup
Engine Configuration:
• Lumen Global Illumination + RTX Shadows
• Key Light: Rectangular (3000lux, 4500K)
• Fill Lights:
Left: Blue rim light (Intensity 1.2, Falloff 2m)
Ground: Reflection Capture (Roughness 0.4)
Shot Composition:
• Master: Front view (highlighting material hierarchy)
• Close-up: Bust detail (SSS material verification)