{"title":"Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework","authors":"Igor Fijat, Neda Milić Keresteš, Bojan Banjanin","doi":"10.24867/grid-2022-p31","DOIUrl":null,"url":null,"abstract":"The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.","PeriodicalId":107864,"journal":{"name":"Proceedings - The Eleventh International Symposium GRID 2022","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings - The Eleventh International Symposium GRID 2022","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24867/grid-2022-p31","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.