An in-depth behind the scenes will follow so that Tomas and I can show our workflow and what it took for a team of just two artists to create this.
This Greek speaking Vitruvian Metahuman was created in Unreal Engine 5 and was brought to life with the revolutionary Mesh to Meta plugin by 3Lateral and the Metahuman team at Epic Games. This is dedicated to them.
What would have cost hundreds of thousands of dollars to have a person scanned, fully rigged at a level of quality only studios could afford, customized and brought to life as a digital human, is now at the artist's fingertips, for free.
This has allowed me to collaborate with talented character artist Tomas Sackmann, who not only sculpted the original head mesh from scratch along with the metahuman body morph, but all of Enzos textures.
The Vitruvian Sculpture was also done by him sculpted manually in ZBrush respecting proper proportions and human anatomy. We imported the high res sculpt using Nanite to maintain all sculpted details.
The Vitruvian structure, also tailored to the exact dimensions of the original drawing by Leonardo da Vinci was constructed and rigged by 3D artist Pixel Urge and final touches on the textures were done by Tomas.
This project allowed me to combine all of my virtual production equipment to create this.
For the facial performance I used the Faceware Mark IV HMC and Faceware Studio, to stream the data live into Unreal using the Glassboxtech Live Client plugin and record it.
For the body performance, I combined body data from Xsens with the Manus Prime II gloves, which was also used to create the Vitruvian man sculpture by merging the Metahuman motion capture data into one static mesh.
The backbone of this project was the Puget Systems workstation tailored by Kelly Shipman and his team, utilizing an NVIDIA RTXA6000.
All of the motion capture fine tuning and cleanup was done entirely in Unreal with Control Rig.
I want to thank everyone that touched this project.
Roberto & Carlo Sansonetti from CGCircuit for giving me permission to use the head and body meshed created by Tomas during his courses on Creating a Realistic 3D Character.
Link to course: [ Ссылка ]
Simon Kay - I am so grateful for all of the knowledge you shared with me throughout this project and have played a huge role in my journey. Including your Mobu course when I first started out a little over a year ago: [ Ссылка ]
I continue to apply what I learned from your course in my Unreal motion capture editing pipeline.
Metahuman Troubleshooters
Sergey Vereshchagin - you helped us bring in the body morph from Maya to Unreal and we couldn't have done this without you. Thank you for all of the time you took to help us troubleshoot.
RealtimeGraphX - assisting me in the early stages up until the end with Metahuman morph technicalities.
Lighting Advisors
Bernhard Rieder - You have taught me so much about lighting and cinematography. There is a lot of you in here.
Diana Diriwaechter - Thank you for touching this project with your support and keen eye for lighting.
Kelly Shipman and the Puget System team - you tailored a workstation made for the Gods. This was the backbone of this project along with the NVIDIA RTXA6000. Thank you for helping creators like myself bring our work to life.
The following Motion Capture companies that breathed life into Enzo were the heartbeat of this project.
FacewareTech - Peter Busch, Josh Beaudry, Tatjana Vejnovic, & David Yoon. None of this would be possible without your tools and incredible team support. Thank you for believing in me!
Xsens/Movella - Remco Sikkema, Thomas Watabayashi and supporting team. Your motion capture data is what brought this together! You were the muscles of this project.
Manus-Meta - Arsène van de Bilt, your company and you were a true breakthrough for me.
GlassboxTech - Norman Wang, you are such a genius and one of a kind. Johannes Wilkes, you were always on point when I needed you.
Emanuel Salvucci & Sean Spitzer - You have never let me down, ever! From rendering to blueprints, you are always dependable.
Jamie Hurcomb - thank you for documenting part of this journey with your beautiful presentation at SIIGRAPH.
To everyone else that touched this project with even the little things like taking time to answer my questions and share your feedback:
~ Ratha Chea ~ Jonathan Winbush ~ Marc Morisseau ~ Pavan Belagam ~ Gabriel Paiva
~ Peter Lisch ~ Sky Ferren ~ Simon Habib ~ Jobutsu ~ Yahiya Jasem ~ DJ TC Czar
~ Tony ~ Ernesto Arguello ~ Connor Buchanan
Motion Capture Performance, Lighting and Cinematography inspired by TV show Snowfall and Tommy Maddox-Upshaw, ASC.
Music by Grant Newman from Epidemic Sound
3D Assets and Softwares:
Unreal Engine, Adobe Substance 3d, Autodesk, Maxon Zbrush, Zwraps R3DS,
Turbosquid
#UnrealEngine5 #Metahumans #virtualproduction
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