Cinematic Metahuman Sequence: Exploring the Uncanny Valley
This project showcases a cinematic sequence featuring a hyper realistic character created for Unreal Engine. The character which was created within the Metahuman Creator toolset, pushes the boundaries of digital realism, prompting a critical analysis of the uncanny valley effect. The accompanying video presentation offers a detailed look at the character's animation and movement.
This project exists in conjunction with a paper that delves into the complexities of navigating the uncanny valley in the realm of character design. The character serves as a case study, showing the current state of the art in crafting digital humans that cross the uncanny valley and achieve a state of believable realism. This project aims to contribute to the ongoing dialogue surrounding the creation of digital avatars that blur the lines between human and machine. Readers of the accompanying paper are invited to assess the character's visual fidelity and the extent to which it bridges the gap between human perception of a real human image and their digital counterpart.
The accompanying paper is available here ➡️ https://docs.google.com/document/d/10IdmKJAXJJtBfKi0gp-BX14_LgbZyvMjBhVRSNss1oU/edit?usp=sharing
A cinematic animation of my metahuman avatar running in UE 5.2.
A range of facial expressions.