Metahuman Demon - R&D
This is a short monologue, pulled from a Diablo cinematic, that I lip-synced with an iphone and Unreal Live Link Face app, and processed with Metahuman Animator.
The devil mesh was a 3D Devil head model by John Alex Coca (https://www.artstation.com/marketplace/p/Dnqm9/head-demon-devil-creature)
I used a decimated, low-poly version of the head mesh to generate a custom Metahuman in Unreal Engine 5, and then exported the Metahuman mesh to Face Form Wrap and Blender, to create a high poly devil head mesh, close to the original sculpt, using the metahuman topology, therefore maintaining the stability of the Metahuman facial animation tools, allowing for easy facial animation.
MeshMorpher was a vital plugin for UE5 for this process, as it acts as not only a bridge for your metahuman meshes to come in and out of UE5 and other software, but is a full suite of corrective tools for fixing errors, especially around mesh seams, eyes, mouths, and high poly areas. Unreal tool!
This is very much a WIP, with higher res topology needed for the mesh, fixing of blendshapes for the face, new creature teeth, better eyes, and a full demon body. Coming 2025!