Horizon Forbidden West uses Metahuman

Gamernyc78

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Horizon Forbidden West​

GAMES, MOTION, FACE, CHARACTER
19.07.2023.
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Guerrilla has outdone itself yet again with the last “Horizon Forbidden West,” released in February 2022. This second game in the series is considered a triumphant combination of enthralling combat with the top-tier creature and character designs that together form a captivating open world populated with astonishing tribes. The 3Lateral team, alongside our friends from Cubic Motion, were thrilled to be a part of this masterpiece by helping bring the characters to life.
horizon-1.png

The attention to detail on each of the game's characters, on top of the incredibly rich world design, provides a level of immersion that envelops players in the story. Each tribe is distinct from one another and the costume design on display throughout the game is breathtaking. To accomplish such quality and consistency, the project required a vast pool of game characters of different descent, age and demography.
Guerrilla was an early adopter of the technology that contributed to the creation of MetaHuman Creator, and for this sequel, they generated 168 unique characters utilizing MetaHuman core tech. 20 people were scanned in order to create the “hero” characters, while additional talent was scanned to produce a “data gene pool” that was used as a statistical back-end to generate another 67 characters via MetaHuman core tech. Each of these characters uses the same LOD design, which is supported by the MetaHuman assets, enabling them to be used to deliver content for marketing materials, cinematics and within the gameplay set in the open world of “Horizon Forbidden West.” There is more to come with the Horizon franchise, and we're happy to share that our teams continued their collaboration throughout the production of "Horizon Forbidden West: Burning Shores," creating additional characters for the DLC.
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Guerrilla knows that a cutting-edge asset creation pipeline needs an animation process of equal fidelity. Our animation team was commissioned to capture facial animation data across the full range of “Horizon Forbidden West’s” cast of characters, and in the end, we delivered more than seven hours of footage to be used across their characters. The optimal approach to performance analysis and solving allows for flexibility and scalability via pixel-accurate machine vision tracking of an actor’s face and then combining that with a complex mapping of the actor’s performance data to a facial asset.
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Guerrilla completed the casting of a large number of actors, who were captured in various locations across the globe. For instances where a single actor could play multiple roles, but the actor needed to be captured in different locations using a variety of cameras, our team delivered a solver solution capable of securing consistency across performances. Streamlined by our experienced service team, this pipeline enabled Guerrilla to maintain a high-quality bar across such a massive game.
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The DNA file format paired with Rig Logic from MetaHumans was also used in the “Horizon Forbidden West” project. This DNA file structure is becoming recognized as a data standard for the representation of digital humans in AAA projects and interactive entertainment in general. RigLogic secured run-time performance for facial rigs and enabled optimization of both the rig evaluation speed and memory footprint for the character asset. In terms of memory optimization, RigLogic does not require baking the rig elements per frame (e.g. joints, blend shapes, or wrinkle maps), and instead only requires baking the head rig control animation, which is memory light
 

ethomaz

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ethomaz
Weird, I assumed metahuman relied on UE5. The game definitely has some stunning character design.
I think there is a mitake here.

Characters generated by MetaHumans for free use can only be rendered by Unreal Engine.
If you want to use MetaHumanas generated characters outside Unreal Engine you need to ask Epic for a paid license but that is if you want to use MetaHumans to generate the characters directly in your engine.

You can still export and import the assets generated in Unreal Engine / MetaHumans Creator to use in others engines.... maybe there some fee to use in that way too.
From Epic Staff.

Currently Metahuman Creator supports export via Quixel Bridge where you can choose between exporting UE4 assets and source assets. Currently, source assets can be imported to Maya 2018, 2019 and 2020, and once in Maya you should be able to further export your content in a way that suits your needs, like fbx, obj, etc. Please notice that Maya scene will use custom plugins “RigLogic” and “RbfSolver” in order to run rig itself.
Please refer to licensing model for more details how exported assets can be used.
 
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Gamernyc78

Gamernyc78

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I think there is a mitake here.

Characters generated by MetaHumans for free use can only be rendered by Unreal Engine.
If you want to use MetaHumanas generated characters outside Unreal Engine you need to ask Epic for a paid license but that is if you want to use MetaHumans to generate the characters directly in your engine.

You can still export and import the assets generated in Unreal Engine / MetaHumans Creator to use in others engines.
From Epic Staff.
The MetaHuman Creator allows for the characters to be easily exported and used in different engines, such as Unity and Unreal Engine, as well as other 3D software like Maya and 3ds Max, which makes it a versatile tool for use in various industries, such as production.

Sony must have paid to use it outside of unreal and export it to their engine.
 
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Johnic

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EDIT: Horrible spelling.

No idea what they're using but it has some of the best looking characters in the industry now. Which is a big deal because the environments are stunning as well. You usually have a game that focuses on either of those 2 but rarely do they both look good. Recently blew up a machine in the desert ans saw a part of it rolling down a hill, leaving a trail in the sand. Such a little detail but it goes a long way.
 
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