Adán Pérez showed us the workflow behind Hideo Kojima’s 3D model, discussing visualizing lifelike skin and hair and achieving likeness using ZBrush, Mari, Maya, and Unreal Engine.
Introduction
The project I present below is a detailed 3D representation of Hideo Kojima, one of the most iconic figures in the video game industry. This work allowed me to explore not only facial likeness and realism but also to pay tribute to the creative mind behind titles such as Metal Gear Solid and Death Stranding. The process involved several phases, from research and sculpting to grooming and final rendering, using tools such as Blender, ZBrush, Maya, and Mari. Below, I share the methodology and artistic decisions involved in this tribute project.
Phase 1: Research & Sculpting the Model
As with previous projects, everything started with an in-depth visual investigation. I gathered multiple high-quality references of Kojima from interviews, press events, and behind-the-scenes footage, prioritizing close-ups that captured the fine nuances of his expression and personality. All references were organized in PureRef to guide the sculpting stage.
The base model was sculpted in ZBrush, focusing on Kojima’s distinctive features: his facial bone structure, subtle asymmetries, and characteristic glasses. While not a fictional character like Homelander, Kojima has a very particular aesthetic that needed to be represented accurately while maintaining a lifelike presence.
Phase 2: Facial Base & Detail Integration
With the sculpt completed, I used FaceBuilder in Blender to overlay key facial geometry and ensure consistency with real-world proportions. This step was crucial in anchoring realism, especially for a well-known figure like Kojima, whose image is recognizable to fans and professionals alike.
To push the texture fidelity further, I used high-resolution scan maps from TexturingXYZ, blending them with hand-detailed displacement layers sculpted in ZBrush. The use of vFace data allowed me to define fine skin details like pores and crow's feet, enhancing the realism of the final asset.
Phase 3: Texture Painting in Mari
The painting process was done entirely in Mari, where I merged the XYZ displacement and cavity maps with manually painted color layers. Given Kojima’s mature skin texture and characteristic skin tone, balancing specular maps and subtle discolorations was key.
In this phase, I also added micro details – like faint freckles, under-eye variation, and subtle stubble – to capture the natural realism expected of a portrait-style likeness. A neutral HDRI was used throughout the process to ensure lighting consistency during texturing.
Phase 4: Shader Creation in Maya
With textures exported, I moved the model to Maya to work on shaders using Arnold. Skin shading was a delicate task, especially when translating microdetails without losing depth. I adjusted the subsurface scattering layers until Kojima’s skin had the right translucency, giving it a slightly cinematic quality in the final render.
The glasses posed an additional challenge – modeling and shading the frames to maintain scale while ensuring the refractions in the lenses were accurate but not distracting.
Phase 5: Hair Grooming
While Kojima doesn’t have a complex hairstyle, his slightly tousled hair with layered bangs is part of his signature look. For this, I created a custom groom using XGen in Maya. I focused on creating variation in strand thickness and direction, emulating natural hair growth with just the right level of stylization.
The grooming process included subtle flyaways and a bit of asymmetry to give the hair a more lifelike flow. Lighting was crucial here, so I used multiple HDRIs to test reflections on the hair shader.
Phase 6: Learning & Acknowledgments
As with the Homelander project, I continued applying many of the techniques learned through Şefki Ibrahim’s training. His workflow, especially when integrating high-frequency detail with clean geometry, was instrumental once again.
This project was also a labor of love made possible through collaboration. I had the privilege of working with incredibly talented artists:
• @latif_fajrin – for the stunning hair design
• @anthony_guarnich – for crafting Kojima’s signature glasses
• @virgilebiosa – for designing the T-shirt
• @sefkiibrahim – for his ongoing mentorship and guidance
• @cave_academy – whose lighting setup brought the final renders to life
• And @texturingxyz – for the high-quality displacement and texture assets
Conclusion & Final Reflection
Creating a 3D likeness of Hideo Kojima was both a technical and emotional experience. Beyond the modeling and rendering, it was about honoring a creative icon who shaped the way I – and many others –experience storytelling in video games.
From the moment I first experienced Metal Gear Solid, I was captivated by his visionary storytelling and unique creative identity. This model is more than just a technical challenge – it’s a tribute to a lifelong inspiration whose genius continues to redefine the boundaries of interactive art.
Like my previous Homelander project, this piece pushed my skills in sculpting, grooming, shading, and storytelling through character design. It reminded me why I love working in 3D – to celebrate the people, characters, and worlds that inspire us.
Hope you all enjoy these new shots – this is my homage to a true gaming legend!