Making your own digital extras in an afternoon yo. I never liked how some crowd simulation software sell you their rigged characters separately.
probably more of a shader/model complexity issue. I can't imagine the hair strands playing well with RT on consoles
It wont let me download it on the UE website, anyone have a fix?
We're long past the uncanny valley of a team is given the proper time and resources.Just wait until we get we Vactors, which will 100% happen in the next two decades. They don't age, they don't get hurt, they have no scandals that could turn into PR nightmares and directors have quite literally full control of the performance.
I can't see a future where Hollywood wouldn't be all over this. Once the uncanny valley is a thing of the past all bets are off
ThanksGo to the website and "buy" it in your browser, then open it and it will trigger the EGS launcher to download it.
A fully rigged character that is easily morphable and production ready with LODs that can be created in a few minutes/hours by a single person and people here compare that result to characters that took months and a full team of artists and techs to create?
Fanboys are something else.
This.
The tech here is astounding, character art is insanely time consuming and can often be a huge production bottleneck. If we can get this quality of characters, with LODs and rigs, in the time it takes to make a Fallout character.... That's an insane production benefit, and for smaller studios a real enabling power.
This, so much. It really raises the bar and should give many developers a much higher quality 'baseline' to work with. As already mentioned, it will probably still take great effort to get the specific details right.
I was going to say that this kind of tech normally ends up being useless in actual games, and is more interesting to look at most of the time, but looking a bit more at it I think it would be useful for generating background characters for sure. Assuming its easy to hook in with your own body meshes, and detail can be scaled down easily.
Any announced upcoming games, with character customization, planning to take advantage of this tech?
The Unreal Engine tech is incredible.. in a really short amount of time you can get amazing results but I also believe that the quality we saw on TLOU 2 is still better than this.
This image is in-game btw.
Man some of the replies here have me legitimately confused...this looks REALLY good.
How is this NOT photorealistic, and also why in the world would you compare hand crafted main characters from games like tLou2 which took months to create, to a character creator that can generate multiple characters in hours.
It's like I woke up in a world where AAA games like assassins creed valhalla never existed lol
it scales from film quality to cyberpunk 2077LODs
- LOD 0–1 use strand-based geometry on high-end platforms (Xbox Series X, PlayStation 5, and PC), but also supports card representations for other platforms.
- LOD 2–4 use card-based representations.
- LOD 5–7 use simplified hair meshes.
Or going to the barber and you can check out which haircut you get.
Yeah I was talking about Quixel Megascans.Quixel is free regardless, the only thing that is tied to Unreal Engine are the megascans. Any smart material you create yourself you can use outside of UE
probably more of a shader/model complexity issue. I can't imagine the hair strands playing well with RT on consoles
production ready RT and next gen support came at the same time with 4.25. there's already one UE4 game with RT on consoles (the medium, and I think Observer as well)Is there a public production ready build of Unreal Engine 4 with RT enabled for console?
4.25 brought production ready RT to the engine and initial support for the consoles
4.26 brought the hair/fur, volumetric clouds but I didnt see any mention of RT for consoles yet.
production ready RT and next gen support came at the same time with 4.25. there's already one UE4 game with RT on consoles (the medium)
do you know if Epic talked about expanding the stylistic options in the future?I've known about this for a bit and was absolutely gobsmacked when I first saw it in action. Glad to see it officially revealed. Streamlining dev tools is always important and tools like Metahuman takes that to the next level. Expect many more improvements in content creation accessibility over the next few years as the industry continues to expand and become more and more efficient.
Traditional approaches to game development aren't really sustainable in the long run so it's great to see the industry evolving.
do you know if Epic talked about expanding the stylistic options in the future?
And some thought we already hit a wall before even this gen started. XD
do you know if Epic talked about expanding the stylistic options in the future?
What? People not wanting to use face cam so they use vtube characters aren't a bad thing. It's probably even better for their anxiety actually. Also I've seen demos this person set up, she did a great job with this character. The facial animations matching her own is very convincing and not weird. You know, characters in games use similar tech and no one is calling that "hell".Its a hell that we are already in.
This is just going to make it alot alot worse.
So what is an example of a photorealistic character then? I can't think of a single game character that has gotten past the uncanny valley.I think it also depends on your standard of photorealism.
For me, photorealism means you can't tell the difference between it and real life. It's past uncanny valley.
So what is an example of a photorealistic character then? I can't think of a single game character that has gotten past the uncanny valley.
lol You say that like Black Desert's CC system was good.
Yeah, I do.Yeah I was talking about Quixel Megascans.
I dont use Quixel Mixer I imagine thats what you are talking about?
Im guessing itll expand more.
3Lateral and CubicMotion had this demo like 2 years ago or something.
3Lateral founder and Epic VP of digital humans technology Vladimir Mastilovic says MHC can create "super high-end PlayStation 5 equivalent of assets we would do for the latest games" in a fraction of the time.
"I wouldn't even call it a tool," Mastilovic says. "It's a game that even children can play."
Mastilovic adds, "We're not claiming to cross the uncanny valley here. We're more targeting The Last of Us/Uncharted kind of look, where it's obviously a digital character but it's a pleasant-looking digital character."
Libreri says the goal isn't photorealism -- at least not with version 1.0 of MHC.
Absolutely looks like current gen humans as he said. We haven't seen such detail on last gen.
No lies detected. This is awesome for people with anxiety, who still want to share great content with their fanbase. I didn't actually knew streamers are using digital humans sometimes, but it's good this option exist.What? People not wanting to use face cam so they use vtube characters aren't a bad thing. It's probably even better for their anxiety actually. Also I've seen demos this person set up, she did a great job with this character. The facial animations matching her own is very convincing and not weird. You know, characters in games use similar tech and no one is calling that "hell".
Yes, it's stunning. Just imagine random NPC on PS5 and Series X|S with close to that amount of movement and fidelity. Game changer, especially for RPG with many different NPC you talk to in longer sequences.
I don't see why not. there's a lot of flexibility in the controls that in the hands of a capable animator and enough time, can match those of Naughty Dog. and these models were made for higher-than-current-gen spec at the highest end anywayWon't beat Naughty Dog or equally talented studios main protagonist on PS5 or Xbox in quality or animation