A couple of NPCs I worked on for an unannounced project. My goal was to figure out a way to generate a minimum number of face high res model/normal maps that could provide a variety of customizable options for characters in game. In this case, the realtime meshes are generated with our face archetype morph targets in maya. I created sculpts of different degrees of "boniness" and "fleshiness" for regions of the face on separate zbrush layers and combined em to generate two different face normal maps: one caucasian male with more defined facial structure and a female with softer facial features. The skin color maps including makeup, are dialed within UE from our material system prototyped by Jesse Irvin. Hair and facial hair are adapted from assets created by Karen Ruiz.