The Matrix Awakens: Creating the Characters | Tech Talk | State of Unreal 2022

preview_player
Показать описание
Watch our tech talk ‘The Matrix Awakens: Creating the Characters’ from the State of Unreal 2022 livestream.

In this tech talk, we take a deep dive into the process of creating the characters for ‘The Matrix Awakens: An Unreal Engine 5 Experience’. We cover how we used MetaHuman Creator as a framework for building our characters, explore the latest scan and performance-capture technology, and break down the full look development process in Unreal Engine 5 that made the characters look and feel real.

#UnrealEngine5 #UE5 #StateOfUnreal #TechTalk #TechDemo #TheMatrixAwakens #CGCharacters #MetaHumans #MetaHumanCreator #LookDevelopment #PerformanceCapture
Рекомендации по теме
Комментарии
Автор

Thank you so much Lana Lan! I'm a animation artist from. Kingwood Jr. College and Sam Houston state. I'm currently using Unreal 5.3 with the Big city demo. I have characters Peace and Love. That I'm adding with IO, and maybe Neo. It's really limitless creating wise. Thanks again for all the good info!

supersamsch
Автор

Literally UNREAL knowlegde! Thanks for this amazing video.

WesleySales
Автор

It’s beautiful to see this much of knowledge and skill. Congrats to the team from Novi Sad, 3Lateral from their neighbors🇭🇷 Astonishing!

mstervsual
Автор

Do you plan to release the 360 lightcage rig for UE5 featured in this video? That would be awesome

elartistadelosfamosos
Автор

Guys give as full Matrix game like this, even 2 hours long and I will buy it DAY 1❤❤❤

NextgenPL
Автор

What about this Reactor Tracker? Where to get this?

milagro
Автор

Hello
Where can we find information on the Anim To Texture workflow? I was using Vertex Anim Toolset so far, it looks pretty similar but I cannot find any information on how to Bake the animations into textures.
Thank you

jonn
Автор

Can you post more about lyra, for example creating new weapons and modifying ui?

unrealenviorments
Автор

As a maya I am in awe and also... wtf.

Mrsmifff
Автор

I made a metahuman now how to put it in the Matrix

danielyeh
Автор

Reeves' eyes are too far apart in the digital version.

gollm
Автор

7:37 Guys! bottom middle and bottom right characters have very bad hair, rest looks good but they have like PS3 ones.
Can You update this with better LODs or remove this long haircuts completely cause it looks very outdated....

NextgenPL
Автор

Resumindo: NAO MUDOU NADA!
A PLUS sempre foi assim!

fabianoperes
Автор

Not a fan of scanning and automation, i became a character artist because i enjoy sculpting/modelling, uv, texturing, when i see how much of this process is automated i foresee artist becoming a thing of the past in the future, what exactly do they do now in this pipeline? Clean scan errors and texture map errors? Grooming the hair? Even the clothing is simulated instead of sculpted!
I always prefer to make my characters from scratch when making personal project and in production i may reuse some of my characters as starting points but the process goes the same way, still prefer sculpting heads from scratch, still prefer to improve myself as an artist rather than rely on scans and character creators which anyone can use.
Automation maybe good in some areas of the pipeline that becomes tedious but automating the creative part of the process is a huge mistake and basically no one needs to learn how to sculpt, anatomy, etc anymore.
Only reason artists may still be around in the future will be for creating characters, creatures and objects that don't exist or can't be scanned but character creators may replace character artists as they improve in the future.
On a different note i finished a character last year using the Digital Human Meet Mike skin material and the Toksvig node didn't work on my character with UDIM's, does it support UDIM's now? The Xgen importer for Unreal also gave me weird normals and i couldn't fix them, i also created a custom hair material but couldn't map the vertical direction for the length of the hair to create a tube shading effect, i was using the early access version of Unreal 5 with the unreal engine exporter for Xgen that allowed me to export the hair using the scalp uv's.

TheIcemanModdeler
Автор

gender variaton... please don't ruin the game

Tygorelb
Автор

In The Matrix human body heat is harvested for energy. German Shepards' body temperatures are higher than humans making them a more efficient source of energy and they'd be easier to keep complacent in a matrix of parks, bones, and treats.

SuperlativeCG