תוכנת MetaHuman Creator החינמית של Epic היא די מדהימה אישה וירטואלית מחייכת.

צומת המקור: 810248

Epic Games הושק בורא MetaHuman this week. It’s a videogame character creation tool, essentially, but it’s free, it isn’t followed by a 140-hour RPG, it runs in your browser (actually in the omnipresent “cloud”), and it can export ready-to-use character models for Unreal Engine projects. To try it, you have to להירשם כאן, וייתכן שייקח קצת זמן עד לקבלת ההזמנה שלך.

I’m probably never going to use one of my “MetaHumans” for an Unreal Engine project (which is all you’re allowed to use them for), because that seems hard, but MetaHuman Creator itself is easy to use. And fun. Who doesn’t love a good character creator? You can sculpt features by clicking and dragging parts of the face, as well as blend the features of included faces together, which is so effortless that it seems obvious—I’m sure the trigonometry under the hood is no big deal, right?

ישנן גם אפשרויות גרגיריות לעיניים (איך את מרגישה לגבי כלי דם של סקלרה?) ושיניים (מחוון פלאק אושר), אפשרויות עור ואיפור, קומץ תסרוקות לבחירה וכמה אפשרויות שיער פנים.

MetaHuman Creator isn’t a fully-featured 3D modeling tool, and doesn’t interpret your inputs literally, say, by moving the tip of the nose wherever you drag it. It morphs features according to your input while keeping the face within certain face-like parameters; there are constraints, and you can’t use it to make any kind of person. It includes 60 face presets, though, which is more than enough to blend and sculpt unique characters. After tinkering for under an hour I’d created someone who doesn’t really look like anyone else, but who does look like a real person. It’s pretty wild. 

And there’s something even wilder to discover. MetaHumans Creator was built by a pair of Epic-owned studios, 3Lateral and Cubic Motion, the latter of which does facial animation. The software includes three built-in animation sequences. Hit one, and your made-up human starts realistically yawning and puffing up their cheeks. The animations are nuanced enough that you can tell that the character is only העמדת פנים to smile at one point—smiling for a camera. But this character, or at least their facial structure, didn’t exist an hour ago. 

Sometimes I have to shake myself out of a sort of technology numbness. 10 years ago, I did not imagine that I’d have free access to something like this. I was playing Skyrim and thought it looked really good.

אפשרויות התסרוקת המוגבלת והתאמה אישית מינימלית של השיער יסגירו שדמות נוצרה עם MetaHuman Creator, ואני חושד שאחרי זמן מה אולי תבחינו בצורות האף והאוזניים ובמרקמי העור חוזרים ונשנים. אבל אמני תלת מימד יכולים לייצא את דמויות MetaHuman שלהם ולערוך אותם ב-Autodesk Maya או ביישומים אחרים, מה שיהפוך אותם לייחודיים ככל שהם רוצים, ואז להנפיש אותם ביד או עם לכידת ביצועים משלהם, באמצעות משהו כמו FaceWare.

הכלל היחיד הוא שאתה יכול לפרסם רק דמויות שאתה עושה עם MetaHuman Creator ב מנוע לא מציאותי projects, binding them to Epic’s Unreal license. That license is quite permissive for small projects: You can use the Unreal development kit free, and if you publish a game made with it, you don’t pay Epic any royalties until you’ve made at least $1 million in revenue. After that, the royalty is five percent.

כדי להשתמש במהדורת הגישה המוקדמת הזו של MetaHuman Creator, עליך להירשם ב-a דף הרשמה. אין דרישות להירשם, אבל לקח לי יום לקבל את המייל שאומר שאני יכול לקפוץ. 

I hadn’t used this kind of cloud-based software before, and I am reluctantly impressed. I’ve been using it via Chrome, and it reacts very near instantly to my input. Sessions are limited to one hour right now, but you can start a new session right after you get booted, and it automatically saves your work. I had to briefly queue to get back in once, but not for more than a minute.

MetaHuman Creator might be considered one aspect of Epic Games CEO Tim Sweeney’s long term vision for a gaming “metaverse,” a vision that just helped Epic pull in another מימון של 1 מיליארד דולר. That vision encompasses lots of different ideas, including stuff like crossplay, but part of the plan is to produce technology that allows more people to make more stuff—growing the “creator economy,” in tech industry speak. (We used to call it “indie game development.”) Valve and Unity have been big players in making powerful development tools more accessible, too. 

I’m sure I can hardly imagine what small development teams will be able to produce in the future using the powerful technology of big companies like this. At the same time, it feels inevitable that a low-fi, hand-coded and modeled game development scene will continue to exist, and perhaps grow as a countermovement.

מקור: https://www.pcgamer.com/metahuman-creator-early-access-epic

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