This week, we explored how nDisplay works in Unreal Engine. It’s a tool used to project content onto screens that aren’t the usual flat rectangle—like curved or anamorphic displays. I’ve always been fascinated by those kinds of setups, so it was interesting to see how they’re actually built and controlled.
The setup process in Unreal is straightforward. You start a project with nDisplay enabled, bring in the 3D model of the screen you’re working with, and then line up your video or animation so it fits the surface correctly. If the screen is made up of multiple segments, Unreal handles each section individually rather than stretching one image across everything. It’s a smart system that allows for more complex, immersive displays.

Project Progress:
This week, I started sculpting the base mesh of my character in ZBrush. I began with a Dynamesh sphere and focused on blocking out the primary forms using the Move and Clay Buildup brushes. The aim at this stage is to establish the overall proportions and silhouette before moving on to secondary shapes.
I’m keeping the sculpt loose and focusing on structure rather than details. The main goal is to get the anatomy and form working as a whole. Once I’m happy with the base, I’ll start refining the shapes, breaking the model into subtools, and preparing it for retopology later on.
