Esra Sitepu 3D Generalist

An overview of Unreal Engine projects covering MetaHumans and environment builds. Work involves different roles on each project, handling both the technical and visual sides of production.

Metahuman

Pipeline, Lighting, Animation Clean-up, Rendering  /  XLAB  /  2023 – 2025

Managed the animation, lighting, layout, and rendering pipelines for MetaHuman assets. Directed human artists during facial motion capture sessions and processed the data to ensure natural facial articulation, such as correcting teeth and lip placement. Technical challenges included solving hair rendering glitches and configuring Unreal Engine's Console Variables to prioritize high-fidelity offline rendering over real-time performance.

Environment

Layout, Lighting, Camera work, Rendering  /  Aras Design & Motion & XLAB  /  2023 – 2025

Responsible for lighting, rendering, and camera work for these environment projects, which were rendered in Unreal Engine (excluding the Traveloka project). The process involved establishing the initial scene blocking for both assets and cameras. Further responsibilities included defining camera specifications, directing camera movement, and executing in-engine editing using Sequencer.

This project was done in Cinema 4D. Work focused entirely on handling the asset layout and setting up the staging for every scene.

Environment final still

This was our first internal project in Unreal Engine, serving as an exploration into rendering workflows using the engine's Path Tracer.