@ the intersection of creative storytelling and technology.

I updated my digital human into a custom Epic Metahuman. Using the original digital human asset I made a few years ago, I re-topologized my mesh to a metahuman base asset and then modified the metahuman source in maya and brought it back into UE5.

Custom UE5 Metahuman.
Mocap facial animation on a custom UE5 Metahuman.

I made myself into a virtual human. This was an early test I did using an iPhone and a simple photogrammetry solve to create a textured point cloud. I wrapped the 3d scan to good topology, re-projected the original textures from the scan onto the new mesh and did a maya xgen groom and alembic export to unreal. Final renders are real-time raytraced in ue4.