Bravo Media

Designed and delivered a high-fidelity Metahuman of Usher for Bravo Media, handling modeling, grooming, and simulating cloth for real-time use in Unreal Engine.

Designed and delivered a real-time capable Metahuman of Usher for his world tour—bringing his likeness to life with dynamic hair, cloth physics, and precision detail.

Achievements

Custom Facial Structure

The stopwatch started and I had five days to deliver a perfect model. The most integral part was his facial structure. I sculpted the face topology directly to work within Metahuman constraints, ensuring it could be cleanly integrated into Unreal Engine’s facial rig and animation system. After 17 iterations the base mesh was complete. I brought that into Metahuman Creator, selecting a “close enough” skin that I would hand edit later.

Hair Grooming

I then moved to grooming the metahuman’s hair. I hand place and styled the hair and beard strands in blender — transferring it to Unreal’s grooming system. This included making clump patterns, roughness, and curl dynamics to simulate natural hair. Last, I added some cloth physics to his outfit to enhance the realism and optimized the asset for smooth performance!