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.
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.
Like... wow. Source: https://www.artstation.com/artwork/v23Nmd
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)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.
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.
Oh sorry, I assumed this was research for films ( well I suppose you could use it for a head on a pedestal )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.
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.
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.
And yet, that was main tactics of many studios for years. TLOU1 faces were all animated by hand.The thought of animating a face using them breaks my brain,
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.
You'll also get the source data in the form of an Autodesk Maya file, including meshes, skeleton, facial rig, animation controls, and materials, so you can further edit and refine your MetaHuman to your heart's content.
Character creator system is similar to what I remember from Star Citizen (are both 3Lateral-based?)