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Personal Media work

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hyper-realistic digital human

These are my personal facial expressions captured using FaceGood's facial motion capture facility.

 

Firstly, I captured my own facial expressions using FaceGood,

 

then trained it into a dataset in MAYA for multiple characters' facial expressions.

 

Finally, I retargeted it to Metahuman and completed the final rendering in UE5.

This is a hyper-realistic digital human that I personally created.

I reconstructed the model of the character in Reality Capture by taking photos and obtaining texture maps.

 

Then, I used Metahuman in UE5 to rebuild real-life characters.

Dessert

This work was personally completed by me from modeling to rendering entirely in Blender.

I used Blender's Cycles renderer for offline rendering.

A Skull in Forest

This work first involved creating the white model and modeling in Blender,

 

then completing the texture production in Substance Painter,

and finally rendering in UE5

Practice works

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