Metahumans are getting TOO REALISTIC in Unreal Engine 5.4

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Published 2024-03-20
During its keynote session at GDC 2024, Epic Games shared the first look at Unreal Engine 5.4 MetaHumans showcasing a new Marvel 1943 tech demo and the new metahumans feature for Fortnite Unreal Editor. This video features all the craziest ultra realistic use of Metahumans we've seen so far. Enjoy!

00:00 New MetaHuman Animator in UEFN
03:46 Marvel 1943 Rise of Hydra MetaHuman in Unreal Engine 5.4
07:18 Hellblade 2 MetaHuman Tech Demo
12:02 OD MetaHuman
13:16 Muscle Animator MetaHuman
20:12 Death Stranding 2 MetaHuman

#ue5 #unrealengine #unrealengine5

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All Comments (21)
  • “And just like that…” Naw dude, I’ve been using Unreal for years now. Nothing in that engine is “just like that”
  • @oxygenkiosk
    There's not really a TOO REALISTIC threshold, as you can always dial it down if that's not the style you're aiming for. The exciting objective of making realistic gameplay achievable is a few steps closer and something we'll likely see over the next few years as this sort of progress continues. Hats off to the UE devs
  • @amiciprocul8501
    Realistic, but there's something that happens when they smile or do any exaggerated expression. My mind just rejects it.
  • @toweri_li
    The Muscle Animator highlights a major reason for the uncanny valley: Intiation of movement. When a human in rest starts to move, their muscles tighten BEFORE any movent occurs. Here, all muscle movement is a RESULT of the movement - as opposed to cause for it. Also, on other, close-up samples, the fixational eye motion is missing, making the 100% stationary pupils look dead.
  • They're at the stage where with the right lighting, animation, and camera work they look realistic but you can still tell the difference when you put the model next to the actor
  • @litjellyfish
    Mesh and lighting is really good. But the animation and skin sliding / flesh deformation has still a loooong way to go
  • @Gesensor
    Simulation of muscle stretching FINALY. I am so tider of those plactic muscles in all games that doesn't even changes, no stretches. It made me sad. But FINALY!
  • @zaidizainal9685
    if the characters looks like they're breathing, like subtle chest movement and shoulder..they will prolly look more alive and real
  • @DmitryNesterof
    The Starfield developers have a lot to learn - if you take into account the beginning of this video (the character's face).
  • @4Skyrim
    Its not too realistic, this is what we've been waiting for!
  • @petermillar210
    Amazing tech, though I am frustrated how the speakers are like "just like that" and "untouched metahuman animator solves".....I've seen enough tech demos to know that NOTHING that gets aired at these presentations is "untouched". It's HEAVILY curated. I guarantee that there are all kinds of extra tricks happening here to make this look as easy and palatable as possible in this demo.
  • @user-fk5qx9ts7j
    The irony of showing Kojina stuff on an unreal demo when they used unity's Ziva RT to make the body deformations... :)
  • @Gromic2k
    The initial video is still deep inside the uncanny valley
  • @CYBERBORODA483
    открою вам анатомический секрет - что бы роботы не выглядели роботами, зрачки должны совершать очень быстрые движения(микро тряска), человеческий глаз это не замечает, но фокусировка на объектах заставляет глаз трястись с большой скоростью, что делает для нас глаз собеседника живым. При этом наш глаз считывает движения глаз собеседника и если этого всего нет, подкорка вам кромко кричит - перед вами киборг или труп.
  • @Zlist1994
    The cap and black panther animations look absolutely Amazing. Wow!