High On Life Technical Pipeline: Blender, ZBrush and Substance in UE4

Published on May 26, 2026 | Translated from Spanish

High On Life, developed by Squanch Games, stands out not only for its satirical humor but also for a robust technical pipeline in Unreal Engine 4. The game combines environmental modeling in Blender, organic sculpting in ZBrush, and metallic texturing in Substance Painter to achieve a slimy, alien aesthetic. This article analyzes how these tools were integrated to create the facial animations of the talking weapons and optimize organic textures for real-time performance. ๐ŸŽฎ

High On Life technical pipeline Blender ZBrush Substance Painter Unreal Engine 4 organic textures talking weapons

Integration of ZBrush and Blender for Real-Time Facial Animations ๐ŸŽญ

The biggest technical challenge was animating the talking weapons with complex facial expressions without sacrificing performance. Artists sculpted the aliens in ZBrush, generating high-resolution displacement and normal maps. Then, in Blender, the meshes were retopologized to maintain an efficient polygon count in UE4. For facial animations, morph targets (blendshapes) exported directly from Blender were used, optimizing the rig so the engine could process up to 50 distinct expressions per weapon without frame drops. The metallic finishes, created in Substance Painter, were applied with roughness masks to avoid excessive reflections on the slimy surfaces.

Lessons for Optimizing Organic Textures in Unreal Engine 4 ๐Ÿงช

The satirical aesthetic of High On Life demands textures that simulate mucus and flesh without saturating GPU memory. The key was using Substance Painter to generate organic textures with controlled emission channels, reducing the use of dynamic materials. It is recommended to prioritize normal maps over displacement in real-time, and apply aggressive LOD to background assets. Additionally, the use of master materials in UE4 allowed reusing shaders for the weapons, saving compilation time. For similar projects, limiting the number of 4K textures to only the main characters maintains visual fluidity.

Considering the use of Blender, ZBrush, and Substance in the High On Life pipeline, how did Squanch Games manage to maintain a coherent and optimized visual aesthetic in Unreal Engine 4 without sacrificing gameplay fluidity, especially in scenes with multiple characters and animations?

(PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)