Exploring World-building, Motion Capture, and Character Realism in Unreal Engine

This project delves into the art of creating lifelike digital characters through Unreal Engine’s Metahuman framework. Starting with early sculpting and texturing in Blender, I developed custom Metahumans and integrated them into immersive environments built from curated online assets (Fab Libary). Using motion capture animation and real-time rendering, the project explores emotional expression, using props and techniques to create cinematic lighting effects creating an entertaining virtual performance.


Metahuman Pipeline: Recreating Myself in Unreal Engine.

Starting with a facial base mesh sculpted in Blender to match to my likeness, I imported and refined the model using Metahuman Creator for enhanced realism and rigging. The character was then animated using motion capture data and placed within a custom-built Unreal environment assembled from curated online assets.

Unreal World-Building

A cinematic desert environment built in Unreal Engine using Fab Library assets. This project was hands-free and allowed flexibility in developing a scene and scenario from my imagination. Playing around with the software with almost full creative freedom helped me explore Unreal more efficiently, with guidance on camera cinematics, how to take shots from certain angle to assure a sense of well “cinema”.

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