@@tacomashup The model is overall 9.5/10. The animation is pretty close with a 9/10. The shaders are what gives it away. Too wet, to glossy. Like 5/10, comparable to most peoples 1st year of learning 3D shaders.
imo i think the primary reason why is because there's still a pretty high contrast between the lower eyelid and the sclera, i don't see much shading to account for that (not much shading in the sclera) which thus kind of strikes me as fake
Most people are mentioning the shading, but it's definitely how static the eyeballs themselves are. Even if you're looking straight ahead your eyes flicker around a little, just adding that little bit of random motion might help. Also, the head is pretty much locked in place, as Falcontf mentioned. To be honest, this tech would probably be combined with eye tracking and mocap anyway so it's not that big a deal - this is a showcase of one cog in the machine, and that cog does an excellent job at what it's designed to do.
Makes ya wonder how far video game graphics are gonna go in the near future? I mean I know they’re already super realistic, but imagine how much farther developers would go?
the subtle jiggling of fatty areas as skin and muscle relaxes mixed with involuntary movement is what's been missing. Looks perfect from a physics scale. The color texture still looks CG though.
one day will find a way to place a necklass monitor system that tracks the groups of muscles to the face and back of the neck to do animations with directly
Isn't that the actor from that Daredevil movie? Oh right, he was called deadshot ... I mean he looks so familiar somehow ... and only that rings a bell.
Is it just me or is there just always something off when people do this. Something about the motion, i think. Weird that motion capture doesn't even get it right
@@xenontesla122There’s that going on for sure. There are areas of the face that are completely rigid like a statue. It’s like the muscles in the face aren’t all connected and there are specific ‘zones’ that seem to have no connection to each other. Of course this is just a demo and an early stage if the tech. But I wonder, OP, are you referring to the entire face and the animations seeming off? Or the areas that have more motion like around the lips and the area around the mouth? Disregarding the uncanny valley effect, though it is producing that, when I see these more advanced facial motion animations it seems like it’s almost like a filter. Be interesting to see it from the source at high resolution and without the nasty effects of it being uploaded to UA-cam. But I noticed a similar ‘off’ look when I saw the trailer for the Captain America and Black Panther game’s facial animations. Especially with the lips and mouth areas. It’s like there’s less pixels or something. Like the surface of the skin is missing the full pixel count. You know how mostly in games how a model will have a skin that’s grafted onto it’s skeleton and it’s almost similar to real life animatronics? The skeleton has all the moving parts and the skin just ‘sticks’ to those moving parts. Where as this new tech I wonder if it’s completely different and the mouth is it’s own thing and to do more and more complex movements it loosing something in the process. Because I don’t think you could make the skin that’s grafted onto the skeleton behave like real skin just yet. There’s to many moving parts to correctly animate all the tiny wrinkles and stretching real skin can do. At least not in a game that needs to run on regular hardware. Would love to know what you guys here in the comments think! I’m completely computer illiterate so I may be wrong in how I think video game animation works. Maybe I’m close in some ways? Anyway. What I’m mostly referring to here that is off for me is the areas were there is a lot of complexity in many tiny moving parts like a mouth has is what I find a bit funny. Almost like ai filter on Snapchat or something. Though I still think it is awesome and can’t wait to see it develop further.
It’s extremely advanced, but there’s still a bit of an over exerted stretchiness on the cheek skin and a bounciness like gelatin of the buccal muscles at rest that are not quite there.
I mean it’s great. Honestly ESC got us a huge part of the way with the universal capture process but like this? It’s like 99.9% real looking but that .01% is everything and it’s always the eyes. It’s so weird how that’s the tell. I don’t believe in ghosts or souls but sometimes it makes me wonder. Lifeless eyes are always a cgi tell. Also, the problem, just like ESC had with Universal Capture, if can look almost photo real in a demo(their Agent Smith from Matrix 2 & 3 was astounding) but as soon you add motion, compositing speech, dynamic range from the backgrounds, it gets less and less “real”. But ESC, John Gaeta, Kim Liberi, they had this pretty much figured out circa 2002.
This year: We got this running on NASA systems! Next year: We actually managed to reduce system requirements by 99%! Also next year: _Only works with Nvidia RTX 5* GPU's_
It’s realistic except the eyes blinking they always look sleepy or kinda drunk, in every cg character, meta human, or facial animations, iv rarely seen the eyes look right, the blinking motion always feels drunk or slow don’t know why maybe it’s frame rate or
While i appreciate these rendering demos. I'd love to see actual human speech or anything besides exaggerated movements that people already do with their phones. Pores and wrinkles are fine, but the real issue for indy filmmakers is true mouth sync to dialogue with nuance and wrinkles. Anything better than FF: The Spirits Within (2001)
The pores do indeed stretch!
Haaaaaa!! corridor crewwwwwww
@@TendaiPottinger yayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
Someone call Niko RIGHT NOW lol
@@TendaiPottinger Wait what video was that from I don't remember
I can't even fathom the amount of work it took to pull this off
yea, if there's a paper available I'd love to look through it. this stuff is insane
What a time to be alive!
You could as well just be dead and a 3d animated something
Dear fellow scholars...
Hold on to your papers
@@goldfishy holy mother of papers!
roblox banned in my country...
Outstanding!!! That is truly awesome work! One huge step closer to reality.
Would love to see this side by side with the reference footage.
I don't think we're going to be able to tell which is which
LA Noire 2 gonna be lit
They was working on the tires, that's all that was took
I was literally about to say this!
Great stuff guys
The eyes are the hardest I think. In this clip everything is real as it gets but the eyes still gave it away. Those damn mirrors of the soul!
I think the lack of motion from the head as well, feels too static/locked in place
@@tacomashup The model is overall 9.5/10. The animation is pretty close with a 9/10. The shaders are what gives it away. Too wet, to glossy. Like 5/10, comparable to most peoples 1st year of learning 3D shaders.
imo i think the primary reason why is because there's still a pretty high contrast between the lower eyelid and the sclera, i don't see much shading to account for that (not much shading in the sclera) which thus kind of strikes me as fake
Most people are mentioning the shading, but it's definitely how static the eyeballs themselves are. Even if you're looking straight ahead your eyes flicker around a little, just adding that little bit of random motion might help. Also, the head is pretty much locked in place, as Falcontf mentioned. To be honest, this tech would probably be combined with eye tracking and mocap anyway so it's not that big a deal - this is a showcase of one cog in the machine, and that cog does an excellent job at what it's designed to do.
I dunno, just mimic the motion of the mouth inflation and notice your own skin does not even remotely stretch as much as that balloon head does.
Nice! It would be cool to see this alongside the original reference for comparison!
It looks so realistic, it actually uncanny 🤯
interesting how you blend the maps on 0:25, it's like a fast and not exact timing (for what i can see) looks subtle
Our future game character graphics 😊
Fascinating, thank you.
this is amazing, guys well done!
Wow, that’s awesome result ❤
Looks like my math teacher.
Makes ya wonder how far video game graphics are gonna go in the near future? I mean I know they’re already super realistic, but imagine how much farther developers would go?
Interesting how dynamic vs static appears old and wrinkled vs young and supple
the subtle jiggling of fatty areas as skin and muscle relaxes mixed with involuntary movement is what's been missing. Looks perfect from a physics scale. The color texture still looks CG though.
Very impressive and realistic.
That's crazy
VERY nice!
Now, this is real graphics!
I think if the head would move slightly and not be fixed in place it would look even more realistic. Great work.
The pores stretch!
First impression: Wow that’s amazing!
Repulsive Vale Kicks In: NOPENOPENOPE
Do I even wanna know how much storage this takes
This video has more facial expressions than myself
What textures or vfaces were used to create this complexion?
one day will find a way to place a necklass monitor system that tracks the groups of muscles to the face and back of the neck to do animations with directly
Next facial technology for Mortal Kombat 13
We are rendered
Very Impressive!
Isn't that the actor from that Daredevil movie? Oh right, he was called deadshot ... I mean he looks so familiar somehow ... and only that rings a bell.
This is the LEAST uncanny realistic rendering of a human I've seen so far
which software do you use for that please , is that Zbrush
Looks good but it seems to lack proper pupil dilation - human eyes change when we're grimacing and being expressive.
Is it just me or is there just always something off when people do this. Something about the motion, i think. Weird that motion capture doesn't even get it right
There might be other things, but the fact that the rest of head is perfectly still is uncanny
The dead eyes don't help either.
I've heard humans are wired to see more details in human faces than anything else. I think its a trust thing...
Yep it’s called uncanny valley, there’s loads of videos about it explaining why we still find it creepy
@@xenontesla122There’s that going on for sure. There are areas of the face that are completely rigid like a statue. It’s like the muscles in the face aren’t all connected and there are specific ‘zones’ that seem to have no connection to each other. Of course this is just a demo and an early stage if the tech. But I wonder, OP, are you referring to the entire face and the animations seeming off? Or the areas that have more motion like around the lips and the area around the mouth?
Disregarding the uncanny valley effect, though it is producing that, when I see these more advanced facial motion animations it seems like it’s almost like a filter. Be interesting to see it from the source at high resolution and without the nasty effects of it being uploaded to UA-cam. But I noticed a similar ‘off’ look when I saw the trailer for the Captain America and Black Panther game’s facial animations. Especially with the lips and mouth areas.
It’s like there’s less pixels or something. Like the surface of the skin is missing the full pixel count. You know how mostly in games how a model will have a skin that’s grafted onto it’s skeleton and it’s almost similar to real life animatronics? The skeleton has all the moving parts and the skin just ‘sticks’ to those moving parts. Where as this new tech I wonder if it’s completely different and the mouth is it’s own thing and to do more and more complex movements it loosing something in the process. Because I don’t think you could make the skin that’s grafted onto the skeleton behave like real skin just yet. There’s to many moving parts to correctly animate all the tiny wrinkles and stretching real skin can do. At least not in a game that needs to run on regular hardware.
Would love to know what you guys here in the comments think! I’m completely computer illiterate so I may be wrong in how I think video game animation works. Maybe I’m close in some ways? Anyway. What I’m mostly referring to here that is off for me is the areas were there is a lot of complexity in many tiny moving parts like a mouth has is what I find a bit funny. Almost like ai filter on Snapchat or something. Though I still think it is awesome and can’t wait to see it develop further.
'Per-frame map data' means how many zetta--bites of space required?
Looks so good
Me when I hold water in my mouth and spit it in the sink after brushing my teeth
so whats the 4th dimension theyre simulating here??
skin pores are the tracking markers
insane
very nice!
THE PORES STRETCH
How come these things look worse with each iteration?
yet, why we dont have this in video game?
i think because this face alone takes the same amount of your pc resources as AAA game
THE PORES!!
Woooow
Wonder how much it costs now
amazing.
It’s extremely advanced, but there’s still a bit of an over exerted stretchiness on the cheek skin and a bounciness like gelatin of the buccal muscles at rest that are not quite there.
Now how many gigs would this take up if games started implementing it? Like a thousand?
around 5 gb
is the 4th dimension smell
Wow!
@0:03 every white dude after calling the cops on ya, even after you apologize
Maybe you should make a black version of this or are you too lazy as usual?
what ??
I mean it’s great. Honestly ESC got us a huge part of the way with the universal capture process but like this? It’s like 99.9% real looking but that .01% is everything and it’s always the eyes. It’s so weird how that’s the tell. I don’t believe in ghosts or souls but sometimes it makes me wonder. Lifeless eyes are always a cgi tell. Also, the problem, just like ESC had with Universal Capture, if can look almost photo real in a demo(their Agent Smith from Matrix 2 & 3 was astounding) but as soon you add motion, compositing speech, dynamic range from the backgrounds, it gets less and less “real”. But ESC, John Gaeta, Kim Liberi, they had this pretty much figured out circa 2002.
Progress
why did you call it 4D
nice
Something’s off about the colors, i like there is too much green in the subsurface, the animation and displacement are beyond amazing though,
4D?
Tech: amazing
Products: in the hands of untalented unskilled people so CGI from 15 years ago looks way better
This year: We got this running on NASA systems!
Next year: We actually managed to reduce system requirements by 99%!
Also next year: _Only works with Nvidia RTX 5* GPU's_
Colin Farrell ?
Impressive detail at all levels, although still in uncanny valley.
idk bout that
R3DS Wrap4D?
The eyes need to shake more, the head needs slight wobble
where 4D?
It’s realistic except the eyes blinking they always look sleepy or kinda drunk, in every cg character, meta human, or facial animations, iv rarely seen the eyes look right, the blinking motion always feels drunk or slow don’t know why maybe it’s frame rate or
Thats cool a f
A~ BIG O~
Still uncanny.
Mark Zuckerberg taking social courses
Dead eyes. Creepy
Just like 90% of people I met. Perfect.
Good but the eyes look dead probably needs micro animation around the eyes plus’s blinking
This has already been in iclone for years now 😂
Haha no it hasn't. Or are you joking 😁
DamnFUk SUPERPROREALISTICDETAILS
watch at 2x
Stretchy pores incoming.
The eyes, chico, they never lie.
wOW
Personally i don't think we need all of this in Videogames
Rendering and SSS looks off.
and then games will still only use the jaw and eyebrows in dialogue
So good that it feels like it hit another uncanny valley.
Hahaha there's just one
@@fernando749845 Multiverse of uncanny valleys
queda muy muy poco para que parezca real. Falta el factor "alma" NUNCA quieto y siempre parpadeando
Franz Xaver messerschmidt
Idk but there is something off(incredible work tho)
3D not enough any more and need to invent extra dimensions?
almost to the point where actors and celebrities will be a thing of the past.
They still need actors for acting... ;)
Besides from the eyes still needing work, another big thing that needs a lot of work is long hair, this is why they always preview bald headed models!
Creepy!!!!!
chris jones is jealous
That ain't 4D.
wow from algeria
While i appreciate these rendering demos. I'd love to see actual human speech or anything besides exaggerated movements that people already do with their phones. Pores and wrinkles are fine, but the real issue for indy filmmakers is true mouth sync to dialogue with nuance and wrinkles. Anything better than FF: The Spirits Within (2001)
Wow... It's gone from that "Money For Nothing", music video to this.
We're almost there. Unreal Engine 6 is gonna be crazy.