{"title":"定义一个具有成本效益的工作流程,基于一个真实的人使用超人类框架的3D角色","authors":"Igor Fijat, Neda Milić Keresteš, Bojan Banjanin","doi":"10.24867/grid-2022-p31","DOIUrl":null,"url":null,"abstract":"The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.","PeriodicalId":107864,"journal":{"name":"Proceedings - The Eleventh International Symposium GRID 2022","volume":"61 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework\",\"authors\":\"Igor Fijat, Neda Milić Keresteš, Bojan Banjanin\",\"doi\":\"10.24867/grid-2022-p31\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.\",\"PeriodicalId\":107864,\"journal\":{\"name\":\"Proceedings - The Eleventh International Symposium GRID 2022\",\"volume\":\"61 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-11-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings - The Eleventh International Symposium GRID 2022\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.24867/grid-2022-p31\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings - The Eleventh International Symposium GRID 2022","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.24867/grid-2022-p31","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework
The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.