This course is designed for students with a foundational knowledge of Unreal Engine. It will combine practical project work centered around "Metaverse&MetaHuman," with the goal of driving applications using MetaHuman. Students will engage in comprehensive learning of the entire process of MetaHuman applications, guiding them to master advanced skills across various modules related to MetaHuman applications.
Course Level: Advanced Duration: 3-4 months
Scan to Contact Customer Service
This chapter focuses on the artistic design of MetaHuman characters, integrating design theory with AIGC technology. It explains the process from requirements analysis to AIGC-assisted concept art and three-view design, along with an analysis of classic case studies to illustrate the application scenarios of AIGC tools. Additionally, there will be a briefing and launch of the co-creation project 《一臂之力 Give You a Hand》 CG project.
This chapter teaches the techniques for creating realistic digital humans through scanning, including the use of 3D scanning software and iPhone Livelink for video modeling. It covers important considerations when scanning characters, methods for model creation, and introduces the MetaHuman plugin for character personalization. This provides a comprehensive learning experience from scanning to high-quality MetaHuman creation.
This chapter covers the integration of a sci-fi cyber fortress street scene, explaining the design principles and elements of hard surface sci-fi environments. It then transitions to the construction of an ancient peach orchard world, exploring the artistic integration of ancient architecture in a fantastical setting. The course includes the fundamentals of outdoor scene building, including the principles of models and materials, asset management, terrain practical exercises, and look deeply into Unreal Engine lighting system.
This chapter specializes in the integration of cave scenes, covering key points in the design of enclosed and semi-open indoor spaces. It encompasses the entire process from basic modeling and materials to asset management and terrain practical exercises. Additionally, it delves into the Unreal Engine lighting system and lighting skills, providing a comprehensive overview of indoor scene construction and atmosphere creation methods.
This chapter explains the fundamentals of character assets in Unreal Engine, including the differences between static meshes and skeletal meshes, as well as the workings of character blueprints. Through hands-on practice, students will ensure they can independently create fully functional character blueprints, laying a solid foundation for game character development.
This chapter focuses on the special material requirements for characters in CG short films, teaching how to create material blueprints for effects such as flowing light, dirt, luminescence, and fabric textures. Through practical exercises, students will learn to create and adjust materials, as well as how to effectively utilize external material resources to enhance the visual impact of characters.
This chapter focuses on the application of Groom hair assets in Unreal Engine, covering the basics of hair creation using Maya XGen and practical steps for importing ABC files into Unreal Engine. It emphasizes the setup of physical simulation parameters and techniques for integrating hair into character blueprints to achieve dynamic and realistic hair effects.
This chapter delves into the animation system of MetaHuman, with a particular focus on facial animation mechanisms. It emphasizes the use of ControlRig technique to create and adjust body and facial movements for MetaHuman characters.
This chapter focuses on facial capture for MetaHuman and Vicon motion capture technology. It teaches how to create animations for MetaHuman characters using facial capture, as well as the workflow of the Vicon system and the application of motion capture data within the Unreal Engine. The chapter covers the entire process from operation to data processing.
This chapter teaches MRQ rendering and film post-production, covering advanced MRQ rendering settings, multi-channel export, and the integration of Unreal Engine cameras. It further explores compositing and color grading in After Effects (AE) and audio editing in Premiere (PR), ultimately achieving meticulous production and output of short films, overview of the core aspects of post-production.
This chapter covers the fundamentals and practical applications of fluid effects, including the principles of fluid and the creation of explosion effects. It teaches how to create realistic explosive fluid effects through the integration of Sub UV animation and particle system, balancing theory with examples.
* The above is a preset course framework,specifics are subject to actual conditions.
Scan to Contact Customer Service