Kingdom Of Cable - Parsifal

This is a high-resolution 3D model of an original fantasy character, sculpted and modeled using Blender and ZBrush, with detailed sculpting and optimized topology for real-time performance .

The character is fully rigged and compatible with real-time motion capture and facial capture in Unreal Engine 5. It was custom-built for the virtual production film project Cable of Kingdom, serving the needs of virtual cinematography and animation.

Role: Character Modeler & Mocap Tech

Industry: Fashion

Responsibilities: Model, Rig, Texture, Mocap Pipeline Design.

Tools: Blender, Zbrush, Unreal Engine 5.3, Motion Builder.

Parsifal - Character Design Pipeline

(Collaborative AI-Assisted Workflow)

In this character design pipeline, we experimented with a hybrid workflow that blends AI image generation, traditional blocking, and design feedback loop between two designers.

Step 1: Initial Concept via AI

Our concept artist, Ni Ni Than, generated a series of character ideas using AI tools. These images helped us establish a general direction—mood, silhouette, and thematic tone—for the character Parsifal.

Step 2: 3D Blocking by Zhuoyuan

As the second character designer and modeler, I interpreted the AI-generated concepts into a usable 3D base. Since many AI details were unusable or inconsistent in 3D, I focused on constructing a clean blocking that conveyed accurate proportions, pose, and form.

Step 3: Overpainting on White Model

Ni Ni then took the white model render and began refining the character design directly over the 3D base. This reverse design process allowed us to bring intentionality back into the forms while preserving structural accuracy.

Step 4: Final 3D Refinement

Using Ni Ni’s paint-over as a new design blueprint, I rebuilt the character in full detail. The result is a character that merges AI intuition, designer vision, and structural feasibility into a unified form.

Parsifal - Rigging & Live Mocap Pipeline

Step 1: Retopology & Rigging for Realtime Use

To prepare Parsifal for live motion capture, I retopologized the sculpted mesh into an optimized, animation-ready topology. Clean edge flow and efficient poly count ensured both performance and deformation stability.

I then built a custom body rig, followed by a facial system using blendshapes (shape keys) for facial animation compatibility.

Step 2: Facial Capture with Blendshapes

The character was equipped with a blendshape-based facial rig, designed for compatibility with ARKit-style animation and later use in facial mocap workflows. The expressive range was tailored to Parsifal’s emotional tone
and style.

Step 3: Live Mocap Integration

We used the Rokoko Smartsuit Pro II for body motion capture. The suit streamed data in real time via Rokoko Studio Live, which was then piped directly into Unreal Engine 5. The character performed live in UE5 using this setup, enabling immediate feedback and cinematic previsualization.

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Omnia (VR Game Character Modeling)