Metahuman


Created 2025
Medium: Photogrammetry, Animation, 3D modeling
  • This project explores the creation of a personal digital double using tools such as MetaHuman Creator, Blender, and Unreal Engine. The process involved 3D scanning of the face, retopology adjustments, skin-texture experimentation, expression modeling, and motion-capture animation.


    • Some of the images disrupt proportions, blur facial features, or evoke absence, acting as visual traces of resistance, alienation, or an attempt to escape the gaze. Revealing these forms feels vulnerable and deeply intimate. Each output is a fragment of my effort to reconnect with myself through a digital layer that may offer protection, yet also introduces distortion.



      ① Final visual





      ② Behind the Process





         
      The  face is based on a 3D scan of my own face, converted into a 
              MetaHuman within Unreal Engine. Facial animations were captured on a mobile 
            device and subsequently retargeted to the digital model through the Live Link system.