This time I created my father in 3D.
For rendering, I used a custom version of @UnrealEngine 5.4 created by the guys at @NVIDIA / @NVIDIADeveloper
It's called NVIDIA NvRTX Unreal Engine 5.4 branch from @GitHub
Using Ray Traced Sampled Direct Lighting (RTXDI) and ReSTIR GI, I noticed a better, cleaner and more stable Global Illumination (GI).
I got more detailed skin with Path Tracer, but some weird parts.
So I did two EXR renders and composed some parts of each to achieve a better look.
Render 1: ReSTIR GI with RTXDI
Render 2: Path Tracer with 300 samples.
Process:
Scanned with @polycam3d and then converted to a Metahuman.
Used @BlenderOfficial with @keentools FaceBuilder plugin to create 8k texture compatible with Metahuman.
Edited the texture in @Photoshop and then created a normal map.
Processed the texture in @beeble-ai SwitchLight Studio, so AI removed some reflections/specular and created a better albedo map. Final texture composed with both albedos (my edit + AI)
Rendered in UE 5.4 NVIDIA branch (as mentioned above).
Composed both renders in Photoshop.
Color grading and AI filter for smoothing the hair in @Lightroom
Powered by @NVIDIA-Studio driver and RTX GPU 🔋
That's it. Hope you like it.
Please give a like on ArtStation 😊
https://www.artstation.com/artwork/AZ...
Also, check out my mother in 3D here:
• NVIDIA NvRTX branch for Unreal Engine 5.4 ...
#unreal #UE5 #metahuman #digitalhuman #realtime #RTXDI #ResTIRGI #Lumen #PathTracer #Photogrammetry #realism #portrait #lighting