IFF
INDEPENDENT
Personal Project
OBJECTIVE
This project aimed to utilise capabilities of advanced digital human models '' MetaHuman'' and animation to create lifelike characters and emotional expressions.
TOOLS AND TECHNOLOGIES
Unreal Engine: Level, light animations and render.
PolyCam: Face scan of main actor.
Blender: Face scan mesh clean up and export as FBX.
Meta Human Creator: Customization of MetaHuman
Adobe Premier: Muzzle flash, Colour Grade and final edit.
PROCESS AND CHALANGES
Workflow involved initial face scan of main actor, transfer of facial geometry to Unreal Engine and customization. One of the biggest challenges was to achieve realistic facial expressions using hand animations in sequencer.
OUTCOME AND LEARNINGS
The final video not only showcases a high level of detail in character animation but also enhances my understanding of human facial expressions and how they can be recreated digitally.
YEAR
2023
GENRE
Cinematic
PLATFORM
Media