This project is my personal project. The goal is tech upgrade some skill as Lead Environment Artist and Tech Artist. The facing problems was a good cinamatic quality of volumetrics (fog and light), cinematic quality of lightning, HQ photorealistic quality of the render with HQ DOF and blur, and also Control Rig building with backward solvers, and retargeting mixamo animation with full body IK controls, and animation with the additional layers inside Unreal Engine. The head can be animated with metahuman rig separatley from the body, which give additional ergonomics, control and possibilities. I found this method is very usefull when building HQ cinematics.
This project also uses an extended character BP, with Metahuman head scaned from real person. And custom body parts that was reskinned by myself. There was also a problem with metahuman eye shader, that add an additional fog to it with volumetrics enabled. The issue was solved succesfully.
The project was assembled in UE52.
I will upgrade the project as as soon as I'll have a free time for this. To be continue.