The MetaHumans: High-fidelity digital humans in minutes
unrealengine.com
unrealengine.com
It's one reason I'm super-interested in deep speech synthesis techniques, because while we're probably not likely to get emotively convincing performances soon, there'd be incredible value in being able to do a "style transfer" type effect to let voice-actors be more distinct characters too.
All that's really left is bringing the practicality of creating an accurate "MetaHuman" from consumer-grade photographs in line with kinetic-style mo-cap.
The model doesn't need to be perfect, (though I'm sure the uncanny valley is doubly-uncanny when you're looking at yourself), it just needs to be accurate enough to be recognisable as yourself, and capture the highly individual differences in body/facial structure, skin tone and complexion, and existing body modifications/scars/birthmarks/etc.
Best part is that with the rate GPUs are improving, this will all be achievable from home.
A nice example of this is the face actor of Dina in the excellent game The last of us part 2, made by Naughty Dog. ND is imo leaders in many game things, including facial animation. The characters are in-game really expressive and the animations are really smooth.
Anyway, Cascina Caradonna ("Dina" in the game) recorded herself playing the game. This [0] is when she sees "herself" for the first time. (Spoilers? If you watch the video from the beginning there are spoilers for the first game, which is equally fantastic, but the video is no real spoilers for p2. It's in the very first minutes of the game). Love the reaction.
[0] https://youtu.be/fWvr3fhTqnQ?t=1424
Edit: lots of people dislike the game/ND/ND director, and that's fine, their choice. I like the game and that's fine too.
I'm so grateful that this level of craftsmanship exists.
Well, with the goalposts always moving, we're probably always going to be decades away.
Something like age and fat sliders seem likely to be implemented here in the near future I would think.
Where exactly?
Ugh. You have me in flashbacks to those RPG games where you can't start the game until you DECIDE all these characteristics of your player. I just want to start the game!
The teeth are still subtly wrong. No one has gotten teeth right yet (that I've seen).
Several posters in the linked previous discussion also make this point.
And it's one of those things I don't get (or, I do get it, but I disagree with) - I think imperfections and character are things to be celebrated, not hidden and removed.
Really underscores how wooden and dead the model is.
I've noticed another thing with these demos is they never do themselves favours by having the lighting absolutely perfect, like in a photography studio. I think it would help to put them in a more naturalistic light setting so that even though the end product "looks worse" it would sell it off as looking more real.
I'm sure this is all basic knowledge for people who are more experienced, but HDRI lighting, adjusting depth of field to approximate how it would look through a "real" camera, and some of the tone mapping/curves adjustments you'd use in traditional photography or video color grading go a long way.
I think the movement of skin and head lacks physics. When head moves, or other parts on the face, inertia moves the skin in other places which we don't see here at all.
It’s like the ambient occlusion between the teeth is always way too high. So instead of their being subtle divisions between each tooth, they look dirty. Like actual dirt and grime.
Games are rediculously complex perhaps, and I think UE4 saves you from a lot of it while also giving low level access if you need it. One could call it bloated, but it's bloated like django is bloated, which is to say it has batteries and a lot of other stuff included.
I agree I imagine it would be very confusing for someone to pick up today. The cinema stuff wasn't in it really at the start, neither was really terrain, or VR. Everything was simpler. In a lot of ways, it's still all there, but there are layers of new stuff on top and some stuff completely new as "the new standard".
It's one of those "you had to be there" and it's tough to get into it today. But given enough time, you will find your way and selectively ignore the stuff you won't touch.
On the other hand i found Unity much easier to learn.
1) Lots of nested menus. A class has multiple tabs, sometime with nested levels of information about them and it was easy to get lost in regard to where you actually were.
2) It felt hard to "find the code" that actually made stuff happen.
But neither bothers me now. Just bite the bullet and watch a basic make-a-game tutorial and you'll get the gist.
I wouldn't say it's difficult to learn UE4 but I think it is overly complex which can be a high barrier. I've used it and unity for years. Opening unity is generally less mental fatigue, like walking into an ordered office, whereas unreal is like falling into someone's messy room.
The only app framework I can grok properly is Flutter.
How am I supposed to torture my in-game family if they look real?
But it's a long time between vids since he's gone to twitch.
The faces here in the header look more "real" than unreal demo. It looks like low quality video recording of real humans. The expressions, the movement, everything looks so real.
They look _alive_ unlike plastic heads of Metahumans.
EDIT: They look real in the head banner only though. Talking to them in the online demo is not impressive at all.
Either way, both are still within the uncanny valley to my eyes. The animation of Andy Serkis reading Macbeth made me feel very uneasy.
As for what porn industry people will do in the future if the robots take their jobs ... I don't know ... whatever gladiators did when bloodsports were abolished I guess.
It was tried in the movie "final fantasy" with the synthespian "Aki Ross", who was the lead character. But it did not go anywhere.
Such empathy.. for half the population. They should ban research into female sexual avatars.
Most people aren't interested in sharing slanderous deep fake porn of others online either. There are social consequences to trying that and getting caught. And if they do, metahuman porn certainly is not going to be fooling many people.
There's a possible risk in pretending these videos are real and trying to slut shame people, but I'd bet against those being common or successful.
The truth about narrative is it is orthogonal to truth, and it is just a matter of taking the initiative to establish impressions in the minds of others which they will use to frame truth as they experience it, and filter it to confirm existing impressions and beliefs. Between these and deepfakes, we could trivially use these to create mass political movements based on subliminally registered associations, which sounds like 80's brainwashing hysteria, but they didn't anticipate simulated humans escaping the uncanny valley.
Impressive tech, it's just ironic and troubling that the only sane response is to essentially dissociate and treat everything as being under the influence of a managed simulation. Sounds nuts, but it's really just ahead of the curve.