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Mafia: The Old Country: Using MetaHuman in a AAA Character Pipeline | Unreal Fest Stockholm 2025
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Description
In this session recorded at Unreal Fest Stockholm, Hangar 13 showcase how they used the MetaHuman framework to create hero assets for ‘Mafia: The Old Country’.
Watch for a fascinating insight into the use of MetaHuman Creator, Mesh to MetaHuman, and the MetaHuman DNA Calibration library for the head creation process of hero characters in the game.
Hangar 13 dive into how they standardized scanned and sculpted assets before using Mesh to MetaHuman; the adjustments they made to the assets in MetaHuman Creator; and tweaks made to the geometry to achieve better scan likeness and facial expressions.
They also showcase their texture workflow in SubstanceDesigner; how they used a DNA Calibration library-based tool for final geometry processing and engine export; and the differences between the creation process of NPCs and hero characters.
You’ll even get a peek at the studio’s hybrid workflow for creating grooms, and the optimizations they made to populate crowd scenes with hundreds of MetaHumans.
Don’t miss this chance to explore how MetaHuman can be used in a UE5 AAA game development pipeline to create stunning hero character assets!
Learn more about the MetaHuman framework here: metahuman.com
#MafiaTheOldCountry, #MetaHumanCreator, #MeshToMetaHuman, #MetaHumanDNACalibration, #SubstanceDesigner, #Hangar13, #MetaHuman, #DigitalHumans, #UnrealFestStockholm
Watch for a fascinating insight into the use of MetaHuman Creator, Mesh to MetaHuman, and the MetaHuman DNA Calibration library for the head creation process of hero characters in the game.
Hangar 13 dive into how they standardized scanned and sculpted assets before using Mesh to MetaHuman; the adjustments they made to the assets in MetaHuman Creator; and tweaks made to the geometry to achieve better scan likeness and facial expressions.
They also showcase their texture workflow in SubstanceDesigner; how they used a DNA Calibration library-based tool for final geometry processing and engine export; and the differences between the creation process of NPCs and hero characters.
You’ll even get a peek at the studio’s hybrid workflow for creating grooms, and the optimizations they made to populate crowd scenes with hundreds of MetaHumans.
Don’t miss this chance to explore how MetaHuman can be used in a UE5 AAA game development pipeline to create stunning hero character assets!
Learn more about the MetaHuman framework here: metahuman.com
#MafiaTheOldCountry, #MetaHumanCreator, #MeshToMetaHuman, #MetaHumanDNACalibration, #SubstanceDesigner, #Hangar13, #MetaHuman, #DigitalHumans, #UnrealFestStockholm
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