Capture references
Photographed the subject from multiple angles to give FaceBuilder sufficient facial reference.
NTU · Emerging-media R&D
A technical exploration of lifelike digital presenters—moving from reference photography to an animatable MetaHuman inside Unreal Engine.

The exploration
At NTU, I explored an early MetaHuman pipeline as emerging-media research for learning and communications. The idea was to test whether a realistic, reusable presenter could support content updates and new formats without rebuilding every scene from scratch.
This was not only an avatar-design exercise. It joined facial reconstruction, 3D workflows, real-time rendering and performance capture into one end-to-end production test.
Final motion and voice test rendered with the MetaHuman in an Unreal Engine environment.
What I learned
The experiment showed how realistic presenters could expand animation and learning-media workflows. It also surfaced the practical cost of stitching together multiple tools, licences and experimental features.
At the time, FaceBuilder licensing, a Windows-dependent Mesh to MetaHuman step and the stability of an early toolchain all affected repeatability. That made the prototype valuable as a research direction—and an honest test of what would need simplifying before adoption at scale.