![]() ![]() The MAVE: creation team is made up of talented individuals from a variety of backgrounds such as gaming and film industries, which means the team members have all used different DCC tools depending on their specialty. Q: What kind of pipeline was used to create each character of MAVE:? ![]() By using Unreal Engine, we were able to create various forms of content including photorealistic images, and videos to engage with fans across multiple social platforms. This is why we chose Unreal Engine above other tools. Social media is an important channel to engage with and create a bond, and in order to make this happen, it requires various forms and amounts of high-quality content. ![]() We used Unreal Engine to extend the boundary of MAVE:’s activities in various areas, including producing a transmedia music video within a short time, social media activities, and upcoming TV shows and commercials. So we chose Unreal Engine not only for efficiency, but also for its real-time rendering quality. Otherwise, we may have to make a compromise on visual quality. A lot of activities means a lot of content production, and that requires production efficiency. The productivity of our content was the most important consideration. When we were planning MAVE:, we put a lot of thought into how our project should be positioned, and the sort of activities we’d want the virtual band to take part in. Q: Why did you choose Unreal Engine along with MetaHuman? In addition, the high level of compatibility with external tools such as NVIDIA's Audio2Face, Live Link Face App for iPhone, Faceware, and FACEGOOD allowed us to apply MetaHuman animation and drastically reduce the actual production time by sharing the underlying mesh topology, UV, joint structure, and controls. improvement of rig control) by referring to the Rig Logic: Runtime Evaluation of MetaHuman Face Rigs white paper released by Epic Games. With the MetaHuman facial rig, we were able to easily create the facial expressions we wanted, and share animations between characters. It was a crucial part of building the pipeline for our characters. ![]() That's why Epic’s MetaHuman technology, which has been developed with the help of decades of experience in creating digital humans, was the perfect choice. However, creating and modifying such facial expressions is a time-consuming and expensive task, because it always involves rigging and modeling and requires iterative revisions and verification. Can you explain why?Īs I mentioned, as well as having an attractive appearance, it's very important for a compelling character to have a range of detailed facial expressions for different situations. Q: I heard that you used MetaHuman to create your characters. That's why we focused on building and developing a pipeline and technology to achieve this. To create an attractive character, you can't just focus on appearance it also has to include a wide range of facial expressions for different situations. Our goal when creating the four-person virtual group MAVE: was to create appealing characters, each with a completely new appearance that didn't exist anywhere else in the world. What were your goals when you created the digital characters? Q: I'm assuming the first step of MAVE: was to create the group members. ![]()
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