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description: A 3D character artist walks through her full production pipeline for 'Evil Jester,' a portfolio piece created during her time at Think Tank Training Centre....
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# Breakdown: Sculpting and Animating a Detailed Evil Jester Character

**[80 LEVEL](https://daily.dev/sources/80lv)** · 19 min read · 0 upvotes · 0 comments

## Summary

A 3D character artist walks through her full production pipeline for 'Evil Jester,' a portfolio piece created during her time at Think Tank Training Centre. She covers building the base mesh from a MetaHuman, sculpting in ZBrush, simulating cloth in Marvelous Designer, texturing in Substance 3D Painter and Photoshop, retopology and polycount optimization, and the technical challenges of rigging simulated cloth and physics assets in Unreal Engine 5.7/5.8, including a workaround for physics-driven props not moving when attached to sockets. She also describes using Cascadeur and a new markerless mocap plugin for animating the final cinematic.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/breakdown-sculpting-and-animating-a-detailed-evil-jester-character>

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---

Tags: [#3d](https://daily.dev/tags/3d), [#game-design](https://daily.dev/tags/game-design), [#unreal-engine](https://daily.dev/tags/unreal-engine)

[View this post on daily.dev](https://daily.dev/posts/breakdown-sculpting-and-animating-a-detailed-evil-jester-character-iueqiy6dk)

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