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Neon Avatar

An immutable identity,

an interactive experience.

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  01

Exploring Precise Head Data Methods

02

Head Morphing for

Seamless Game Integration

03

Head Optimization for Gameplay Platform - Unreal Engine 

04

Demo Showcase

Research

Exploring Precise Head Data Methods

We explored diverse facial data acquisition methods, evaluating data accuracy. We experimented with techniques like hand sculpting, image-based morphing, and various scans. Three methods excelled: Keen tool with manual sculpting, iPhone scanning, and handheld devices.

Our research employed Unreal Engine's MH system, known for its robust rigging and exceptional rendering. Despite yielding acceptable results, these methods showed some distortion. While some parts closely matched the reference, others deviated notably, with the eyes, especially the eyelids, presenting the most challenges.

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Phone 3D scanner

Keen Tool + sculpt fixed

Handheld scanner machine

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While perfecting the mesh, we observed that textures could conceal many imperfections when viewed from specific angles. Consequently, we began to prioritize texture enhancements alongside mesh refinement. Our efforts focused on devising methods to faithfully transfer skin textures from scans and images onto our digital human models.

Without photo ref skin texture

With photo ref skin texture

With photo ref skin texture

We opted for a custom head morphing system in Houdini over Unreal Engine's built-in tool. This system provides precise facial feature transformations onto Metahuman characters. We seamlessly integrated their resource library, incorporating baked maps, as a foundation for our ongoing development. Additionally, we enhanced realism by transferring and baking scarred textures to align with the MetaHuman's UV mapping.

Process

Head morphing for Seamless Game Integration

Input to Game Engine

Head Optimization for Gameplay

In addition to utilizing Unreal's existing texture system, we have developed a new material node system. This custom node system enables us to seamlessly incorporate our baked textures into their existing framework, facilitating the blending of two texture maps with precise control over parameters such as skin tone and brightness.

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Given the crucial role of facial expressions in our networked environment, we place significant emphasis on achieving lifelike avatars. To enhance the likeness of our avatars to their real-life counterparts, we have incorporated a process to bake wrinkles into the texture map. These wrinkles are subsequently employed within the blended shape texture, adapting dynamically as the avatar assumes different expressions.

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Final Result

Demo Showcase

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