Break time!
Your Pomodoro session has ended
Mafia: The Old Country: Using MetaHuman in a AAA Character Pipeline | Unreal Fest Stockholm 2025
Beginner🍅 Pomodoro Timer
Study for 25 min, then take a break. Improves focus!
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
Up Next
Unreal Engine 5.6: The COMPLETE Beginner's Guide
Unreal Guide
Master Nanite Displacement for Landscapes in Unreal Engine 5
Aziel Arts
Create a Photorealistic Landscape in Unreal Engine 5
Gabe Tandy
Unreal Engine 5: Animation Cinematic Production Overview
Unreal Engine
Modular assets: a simple time-saving technique for game developers
Boars In Rome
How Create A Simple Cel Shader - Unreal Engine 5 Materials Tutorial
Pitchfork Academy
Lighting in Unreal Engine 5 for Beginners
William Faucher
5 Tricks you (probably) don't know about Unreal Engine 5
Cinecom.net
Creating A Realistic Horror Game In UE5 (Part 2)
Eremental Studios
Build a AAA Skill Tree in Unreal Engine — Details UI
Enginuity