This project is a personal experiment in digital self-representation using Epic Games’ full suite of technologies. By combining RealityCapture, Metahuman Creator, and Unreal Engine, I set out to create a high-fidelity virtual version of myself—a fully rigged Metahuman that reflects my real-world appearance.
The goal was not only to understand the workflow of photogrammetry-to-avatar creation, but also to explore how digital humans can be used for storytelling, performance, and future AI integration. This project ties closely to my interests in virtual human design and expands my portfolio with a technically detailed, visually accurate piece that also reflects my identity.
Photogrammetry with RealityCapture

The process began with a series of photographs taken under controlled lighting conditions, capturing my face from multiple angles. These were imported into RealityCapture, where a detailed 3D model of my head was reconstructed using photogrammetry. This scan served as the visual base for my Metahuman likeness.
Face Customization in Metahuman Creator
Using the scanned mesh as a reference, I entered Metahuman Creator and carefully sculpted facial features to match my likeness. I adjusted proportions, skin details, and expressions to enhance realism. Hair and outfit selections were styled to reflect my real-life look at the time.

Expression Testing and Refinement

I tested my Metahuman’s expressions using built-in facial animations and Face ROMs, ensuring emotional fidelity and natural movement. This helped fine-tune blendshapes and facial geometry for more lifelike interaction.
Animation Using Live Link
I’ve used this self-based Metahuman to create short animated film clips, combining it with Live Link Face to capture facial performances. These animations showcase emotional expression and subtle acting, rendered in Unreal Engine with custom level setups for a cinematic result.
Game Animation Sample
I also integrated this Metahuman into the Game Animation Sample project provided by Epic Games. By replacing the default mannequin with my avatar, I was able to explore the gameplay animation system using a fully personalized digital character. This included motion-matching locomotion, traversal mechanics, and runtime retargeting, giving me hands-on experience adapting high-level systems to custom assets.

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