Turning Ion Gottlich into a MetaHuman Sci-Fi Character

Turning Ion Gottlich into a MetaHuman Sci-Fi Character

Turning Ion Gottlich into a MetaHuman Sci-Fi Character

Female with glasses looking at the camera

Claudio Pavan

Claudio Pavan

CGI Guy

CGI Guy

CGI Guy

Turning Ion Gottlich into a MetaHuman Sci-Fi Character

"It was fun seeing a character I've had for years evolve from a cartoony Blender model into something that feels much closer to a game-ready protagonist."
Futuristic transparent device emitting light beams and abstract circular patterns in a minimal setup.
Futuristic transparent device emitting light beams and abstract circular patterns in a minimal setup.
Futuristic transparent device emitting light beams and abstract circular patterns in a minimal setup.
Turning Ion Gottlich into a MetaHuman Sci-Fi Character

I've had the Ion Gottlich character sitting around for years, originally created as a stylized Blender character. Recently I decided to see how far I could push him using the latest MetaHuman tools in Unreal Engine 5.7 and transform him into a more realistic sci-fi character.

Step 1: Creating the MetaHuman

The process started by exporting Ion's head from Blender and bringing it into Unreal Engine to create a MetaHuman Identity. Using the Identity workflow, I was able to convert his stylized features into a fully functional MetaHuman. Before long, Ion had gone from a cartoon character to a realistic MetaHuman ready for further development.

Step 2: Building the Base Suit

With the MetaHuman created, I exported the body geometry and rig so I could start building the costume. The base suit was designed in Marvelous Designer, where I could quickly create the overall shapes and clothing structure. Once I was happy with the design, everything was brought back into Blender for cleanup and retopology.

Step 3: Sculpting and Texturing

After the retopo work, I spent some time sculpting additional details and refining the suit to give it a more believable sci-fi feel. The final textures were created in Substance Painter, adding materials, wear, and surface detail to help bring the character to life.

Step 4: Adding Existing Assets

For the final design, I incorporated a helmet and backpack from an earlier personal project. Reusing and adapting existing assets helped speed up the process while also helping establish the overall sci-fi look I was aiming for.

Step 5: Rigging and Unreal Integration

The completed suit was then rigged to the MetaHuman skeleton in Blender and exported back into Unreal Engine. Once inside Unreal, I assembled all the pieces together and started building up the final character.

Step 6: Final Character Assembly

With everything in place, I finished the character inside Unreal Engine by combining the MetaHuman, custom suit, helmet, backpack, materials, and lighting. The result is a sci-fi version of Ion that stays true to the original character while taking advantage of the realism and animation capabilities of the MetaHuman system.

Final Thoughts

What started as a simple stylized Blender character ended up becoming a fully realised MetaHuman-based sci-fi character. It was also a great opportunity to test how well Blender, Marvelous Designer, Substance Painter, and Unreal Engine 5.7 can work together in a modern character pipeline.

It was fun seeing a character I've had for years evolve from a cartoony Blender model into something that feels much closer to a game-ready protagonist.


Turning Ion Gottlich into a MetaHuman Sci-Fi Character

I've had the Ion Gottlich character sitting around for years, originally created as a stylized Blender character. Recently I decided to see how far I could push him using the latest MetaHuman tools in Unreal Engine 5.7 and transform him into a more realistic sci-fi character.

Step 1: Creating the MetaHuman

The process started by exporting Ion's head from Blender and bringing it into Unreal Engine to create a MetaHuman Identity. Using the Identity workflow, I was able to convert his stylized features into a fully functional MetaHuman. Before long, Ion had gone from a cartoon character to a realistic MetaHuman ready for further development.

Step 2: Building the Base Suit

With the MetaHuman created, I exported the body geometry and rig so I could start building the costume. The base suit was designed in Marvelous Designer, where I could quickly create the overall shapes and clothing structure. Once I was happy with the design, everything was brought back into Blender for cleanup and retopology.

Step 3: Sculpting and Texturing

After the retopo work, I spent some time sculpting additional details and refining the suit to give it a more believable sci-fi feel. The final textures were created in Substance Painter, adding materials, wear, and surface detail to help bring the character to life.

Step 4: Adding Existing Assets

For the final design, I incorporated a helmet and backpack from an earlier personal project. Reusing and adapting existing assets helped speed up the process while also helping establish the overall sci-fi look I was aiming for.

Step 5: Rigging and Unreal Integration

The completed suit was then rigged to the MetaHuman skeleton in Blender and exported back into Unreal Engine. Once inside Unreal, I assembled all the pieces together and started building up the final character.

Step 6: Final Character Assembly

With everything in place, I finished the character inside Unreal Engine by combining the MetaHuman, custom suit, helmet, backpack, materials, and lighting. The result is a sci-fi version of Ion that stays true to the original character while taking advantage of the realism and animation capabilities of the MetaHuman system.

Final Thoughts

What started as a simple stylized Blender character ended up becoming a fully realised MetaHuman-based sci-fi character. It was also a great opportunity to test how well Blender, Marvelous Designer, Substance Painter, and Unreal Engine 5.7 can work together in a modern character pipeline.

It was fun seeing a character I've had for years evolve from a cartoony Blender model into something that feels much closer to a game-ready protagonist.


"It was fun seeing a character I've had for years evolve from a cartoony Blender model into something that feels much closer to a game-ready protagonist."

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Devils Peak
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