Home Page › Forums › General Chat › Blender vs Unreal - Most photorealistic Human
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Ecthelion.
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July 28, 2021 at 4:04 PM #1715878
As some of you might remember, I have posted a few times in favor of Unreal Engine, mostly because of the Real Time engine and MetaHumans.
But, despite my reticence, I looked into Blender and found that it had improved considerably and that it can do...miracles. Well, you'll see....
So, here is the best of best worlds, one is MetaHumans for Unreal (it requires a massive GPU) and...this project from a Blender enthusiast that translated his work from Lightwave (first video) into Blender (other videos) (the skin is non-scanned!, and the animation is key-frames only!).
Enjoy! 🙂
MetaHumans: (Unreal Engine, animation done with motion tracking)
ED (2014 version, on Lightwave) (animation = keyframes)
Universal Human (2020-2021 version ported to Blender):
August 2, 2021 at 4:02 AM #1717015I do almost all my work in Blender, and I have to say that photorealism is dependent on the skill of the artist, but it's definitely possible.80% of it seems to be lighting and texturing, but the engine is awesome too. You can use V4 stuff and it looks modern and beautiful in Blender.
I don't know how resource heavy Unreal is, but doing the full scenes with lots of items and textures can get rough in Blender—that could also be because I'm still pretty new and don't know how to optimize. I keep seeing this buzz about the new Unreal being able to load whole forests and huge environments; I can't imagine Blender handling that in Cycles.
I imagine every platform has its advantages and disadvantages. But yeah! I really recommend learning it.
I've thought about looking into Unreal but am already kind of overloaded learning all the different branches of Blender. What would you crow about most for Unreal? Is it more for game creation, or is there a benefit to basic render artists using it over Blender or DAZ?
August 2, 2021 at 7:28 PM #1717183Anonymous
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Learning is key unless you want almost instant humanoids that seem to be the norm these days, but i guess dealines have to be met to keep the wheel turning.
Like @Ecthelion I'm up to my neck trying to keep up with the latest but I do prefer a look-a-like.
August 3, 2021 at 5:17 PM #1717440Oooh, my current skin shaders rely more on the Principled and textures right now. I might need to study that one and see how I can improve mine. The ones DAZ imports with actually aren't too bad either, as far as skin goes. Items, hair, and clothes, not so much.
I hardly ever animate, but when I do, I never use shapekeys. Since I do fanart too, I often work with game assets, and that seems to be all about the armatures. I don't actually know too much about shapekeys and only started using them for facial expressions on daz imported models. Of course, ever since 8.1 came out and the DTB bridge has been a disaster, I can't import a model with shapekeys anymore...
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