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Mesh to Metahuman - Indian Digidouble | Unreal Engine 5

Last year we started testing Mesh to Metahuman with facial animation. We created a scan of one of our colleagues using photogrammetry used that data to build our custom digital double. The Mesh to Metahuman is very efficient and fast when it comes to quickly getting high fidelity digital humans. At the same time, it has some limitations as well. 
In order to achieve likeness, realism and do justice to the Indian skin tone which is currently absent from the meta human creator, we used Substance painter to add those characteristic details and achieve likeness.
Here are the different stages of texturing, look development and lighting. 

Creative Team - Nida Arshia, Rika Guite, Sourav Bhramachari
Tech team - Hasan Siddiqui, Akshat Singh
Supported by - John Paite, Robert Godinho
Texturing pass after manual tweaks
Scan model comparison with the Metahuman model
Look development pass with final lighting and default Metahuman textures
Look development pass with final lighting and custom Metahuman textures
Final Look
Mesh to Metahuman - Indian Digidouble | Unreal Engine 5
Published:

Mesh to Metahuman - Indian Digidouble | Unreal Engine 5

Published: