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Videodiario "Making a virtual human" per Hellblade: Senua's Sacrifice.
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00:00Peggy 18
00:30No
00:31And all your suffering will have been for nothing
00:34No
00:37What you have just seen was not a pre-canned scene from a game
00:41It was performed live by an actress
00:44And rendered in real-time directly within the game world
00:48Marking a milestone in real-time performance capture
00:52Our team at Epic has been wanting to prove that this is possible today
00:55Using nothing more than consumer hardware and the power of Unreal Engine 4
01:00The first time I was able to have a conversation with Senor from within the game world
01:04It really hit me
01:05We could set up and shoot scenes directly within the virtual world with virtual actors
01:10Without having to worry about what the end result would look like
01:13Now let's get the tree on fire as well
01:16Can you zoom in a bit?
01:18This idea went from concept to proof in only seven weeks
01:22It involved a collaboration between Unreal Engine developers Epic Games
01:27The facial technology of 3Lateral
01:29The live facial system of Cubic Motion
01:32And the creatives at Ninja Theory, developers of Hellblade
01:37Hellblade is self-published and independent
01:39So we're quite a small team, about 16 people
01:42Yet we still wanted to create one of the most believable characters out there
01:46Senor is a Celtic warrior on a quest into the Viking heartland
01:50But as a result of trauma, she's struggling with psychosis
01:54And so we wanted to represent the physical, emotional and mental trials of her journey
02:07Cambridge-based Ninja Theory took their actress Melina to Serbia to 3Lateral
02:12Who specialise in high-end face scanning and rigging
02:163Lateral scanned over 100 different expressions
02:19From which they constructed a digital double of Melina
02:22That could portray every possible facial expression
02:37For realistic skin, Melina was photographed under several lighting setups
02:42To create a skin shader that could react with light to simulate wrinkles, blood flow, peach fuzz and subsurface scattering
02:56Her body was scanned to create a digital body double
02:59And clothing was modelled and textured by artists
03:16Clothing, hair and fur were created and simulated under physics to complete the character
03:28Ninja Theory set up a scene within the Hellblade world in Unreal
03:31With Epic helping to make sure the lighting was both believable and cinematic
03:43Cubic motion in Manchester, UK developed a facial solver that could translate video of Melina's face directly onto the facial
03:52rig in real time
03:59Epic helped stream and synchronise the face, body, voice and scene data in real time
04:06Within the Hellblade game world
04:15By combining the skills of Ninja Theory, Epic Games, 3Lateral, Cubic Motion, Ikinema and XSense
04:22I think we've taken a big step forward in crossing the uncanny valley
04:26And would love to see what other developers can do with this technology
04:29Thank you
04:32In the very near future it means that virtual characters that are stunningly real and present
04:37Will be able to interact with you in ways that just weren't possible before
04:44For us this marks an exciting change in terms of what is possible for game production, virtual reality production and
04:50also movie production
04:51I'll find you
04:53I'll find you my love
04:54I promise
04:56I promise
05:08I promise
05:11I promise
05:24I promise
05:25I promise
05:27I promise
05:27Grazie a tutti.
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