Epic’s Metahuman and Reallusion character side by side in Unreal Engine 4, direct sunlight.
As I see it and understand it:
Possible to modify and adjust almost anything.
Characters are easier to use in Unreal because of the traditional set-up.
Hair has cloth physics to give some movement; doesn’t look great but can be used in games.
Highly sophisticated LOD system.
Character creation is easier.
Strand-based hair looks incredibly good. (But are people using it in real projects?)
What we are seeing now is only early access.
What’s your take on this?
I love CC pipeline for character creation and animation( escp. face animation with acclips).
Metahumans are more orianted to films prod. while cc is more towards games.
I love Metahuman rig escp. face rig. It’s next level for belivable animation.
It’s true that Metahumans are far more complicated right now but in long run Metahuman will win.
I agree that currently CC has a better pipeline, especially with custom clothing and accessories and the new skin system isn’t bad either (meta humans I think are FAR superiour).
My biggest gripe with CC characters is that retarget animations alwasy look not quite right. I pretty much ALWAYS have trouble with the shoulders. Even with basic walking animations the shoulders look too pulled together and not quite right.
With the meta humans, I have no problem with retargeted animations (even the same walk animation that CC has shoulder issues with) I just change the spine_01 → spine_03 retargeting map as you should and BAM… animations look pretty good on a meta human.
On this… has anyone ever run across the shoulders not looking right in animations with CC characters and figured out how to fix it.
You can make a copy of the animation, make some adjustments in the animation window, like an animation layer really… I just fixed the hunch on my idle really as it showed more there. The rest seem goon enough.