Accurate Human Rendering in Game [2019-2021]

Discussion in 'Console Technology' started by DieH@rd, Jan 10, 2019.

  1. iroboto

    iroboto Daft Funk
    Legend Regular Subscriber

    Joined:
    Mar 6, 2014
    Messages:
    13,182
    Likes Received:
    16,038
    Location:
    The North
    it's fooking incredible UE5 is free.
    straight up... won't lie. If only I could produce a game worthy of even bothering with this.
     
    ThePissartist, PSman1700 and BRiT like this.
  2. PSman1700

    Veteran Newcomer

    Joined:
    Mar 22, 2019
    Messages:
    4,634
    Likes Received:
    2,120
    Gobsmacking results.
     
  3. JoeJ

    Veteran Newcomer

    Joined:
    Apr 1, 2018
    Messages:
    1,146
    Likes Received:
    1,318
    uuuhhh... even i will install UE again to check this out. :)

    Nice cheeks. I wonder if there's also work on better skinning of the limb joints.
     
    BRiT likes this.
  4. hughJ

    Regular

    Joined:
    Feb 7, 2002
    Messages:
    829
    Likes Received:
    392
    I can't help but feel a little unsettled at the prospect of CAD tools and other development toolsets becoming cloud-only services.
     
    milk and Krteq like this.
  5. jlippo

    Veteran Regular

    Joined:
    Oct 7, 2004
    Messages:
    1,604
    Likes Received:
    851
    Location:
    Finland
    Impressive.
     
    pharma and Dictator like this.
  6. Frenetic Pony

    Regular Newcomer

    Joined:
    Nov 12, 2011
    Messages:
    687
    Likes Received:
    366
    Well, I think Marmoset Toolbag 4, a realtime art asset renderer that's also meant to work in browsers, has UE's metahumans, and everyone else, thoroughly cleaned out.

    [​IMG]

    Like... wow. Source: https://www.artstation.com/artwork/v23Nmd
     
  7. cheapchips

    Veteran Newcomer

    Joined:
    Feb 23, 2013
    Messages:
    1,814
    Likes Received:
    1,936
    The downlo
    Nice. It doesn't automatically rig characters though does it? That's going to be one of the things that really sets MHC apart and it is 3Lateral's forte.
     
  8. zed

    zed
    Legend Veteran

    Joined:
    Dec 16, 2005
    Messages:
    5,381
    Likes Received:
    1,401
    Yes, the metahuman stuff doesnt look that much better than the last of us 2 stuff on the previous page, this OTOH is at a whole new level (admittedly without hair)
     
  9. hughJ

    Regular

    Joined:
    Feb 7, 2002
    Messages:
    829
    Likes Received:
    392
    The guy works for a 3D scan company. It's probably static geometry with a topology that's not suitable for rigging and animating, never mind not being the product of a procedural generation toolset.

    https://www.3dscanstore.com/new-3d-scans/male-3d-model-retopologised-head-scan-027

    So yeah, it's completely irrelevant to this topic.
     
    #169 hughJ, Feb 11, 2021
    Last edited: Feb 11, 2021
    Silent_Buddha, pharma and Dictator like this.
  10. mr magoo

    Newcomer

    Joined:
    May 31, 2012
    Messages:
    193
    Likes Received:
    322
    Location:
    Stockholm
    LOD7 is current CP2077 ps4/xone setting :D /s
     
    Rootax likes this.
  11. zed

    zed
    Legend Veteran

    Joined:
    Dec 16, 2005
    Messages:
    5,381
    Likes Received:
    1,401
    Oh sorry, I assumed this was research for films ( well I suppose you could use it for a head on a pedestal )
     
  12. Frenetic Pony

    Regular Newcomer

    Joined:
    Nov 12, 2011
    Messages:
    687
    Likes Received:
    366
    Scans are perfectly suitable for rigging, once you re-topologize, they've already been used in games. The main thing here is the renderer, which can do animation but I doubt it's a got a FACS setup. But the material model is clearly superior to Unreal's. But then the base of Unreal's material hasn't changed (other than subsurface scattering) since it was launched, while Toolbag 4 got to use all the latest research. Maybe UE5 will be Epic's chance to update to modern energy preserving stuff.
     
  13. hughJ

    Regular

    Joined:
    Feb 7, 2002
    Messages:
    829
    Likes Received:
    392
    So aside from the ray-traced renderer, mat model, and asset resolution, it's completely possible to develop a facial rig and create animations for it and export it into a game where it'll look nothing like the images you posted.
     
    Silent_Buddha likes this.
  14. cheapchips

    Veteran Newcomer

    Joined:
    Feb 23, 2013
    Messages:
    1,814
    Likes Received:
    1,936
    Here's Epic's video explaining the Metahuman rigging controls. The thought of animating a face using them breaks my brain, but the deformations when various sliders are pulled is pretty cool. Amazing that this is available to anyone who would like a play.

     
  15. DieH@rd

    Legend Veteran

    Joined:
    Sep 20, 2006
    Messages:
    6,308
    Likes Received:
    2,302
    And yet, that was main tactics of many studios for years. TLOU1 faces were all animated by hand.


    They even used handmade facial animation in U4 [not always, they started implementing facial cams]


    But now, all have moved to facial cam tracking. It saves so much time.
     
    #175 DieH@rd, Feb 18, 2021
    Last edited: Feb 18, 2021
    milk, cheapchips and BRiT like this.
  16. chris1515

    Legend Regular

    Joined:
    Jul 24, 2005
    Messages:
    6,176
    Likes Received:
    6,536
    Location:
    Barcelona Spain
  17. hughJ

    Regular

    Joined:
    Feb 7, 2002
    Messages:
    829
    Likes Received:
    392
    My big question is how flexible are the assets for exporting into Maya and Substance/Mixer and manually altering them beyond the scope of what's provided by their app, because I'm not sure just how much control you have if all you're doing is blending between an assortment of facial scans they have.
     
  18. cheapchips

    Veteran Newcomer

    Joined:
    Feb 23, 2013
    Messages:
    1,814
    Likes Received:
    1,936
    It sounds like you can download and do what you like to them.

     
  19. hughJ

    Regular

    Joined:
    Feb 7, 2002
    Messages:
    829
    Likes Received:
    392
    Tinkered with the creator app a bit. Character creator system is similar to what I remember from Star Citizen (are both 3Lateral-based?) -- choose 3+ preset faces and then you can selectively blend features from those presets. There's a "move" and "sculpt" function that gives you more sliders to control, but it still feels like the limits are either conservative or constrained by the presets, so getting a nose shape exactly how you want it might be impossible unless they add a head with a nose that happens to already match pretty closely to what you want. Also managed to get one of the ready-made preset characters downloaded and exported into Maya and UE4, but haven't attempted re-sculpting just yet. The assets do look nice though, the wrinkle maps and facial rig are really well done. One of those rare cases where seeing the animated face in motion actually looks more impressive than the static model.

    I'm wondering if tools with built-in asset libraries like this and Quixel Megascans are going to result in a lot of games this generation looking same-y in places. I already feel like every time I see a super detailed photogrammetry rockface in a game I squint my eyes suspiciously wondering if it's the same Megascan rock I've seen elsewhere. I guess there may always be a need for technical artists in that respect, as you'll still have to put effort into making sure everything looks aesthetically integrated and authored rather than stamped. Perhaps it's not all that different than the early days of seeing Speedtree in a ton of games.
     
    PSman1700 likes this.
  20. cheapchips

    Veteran Newcomer

    Joined:
    Feb 23, 2013
    Messages:
    1,814
    Likes Received:
    1,936
    Yes. Star Citizen was essentially using a proto version of this, prior to 3lateral being bought by Epic and delivering this.
     
    #180 cheapchips, Apr 15, 2021
    Last edited: Apr 16, 2021
    PSman1700 likes this.
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...