This Unreal Engine 4 Star Wars fan tech demo perhaps features the best real-time character you’ve seen

Star Wars Battlefront 2 is coming out in a few days, however this fan-made Unreal Engine 4 video puts to shame its in-game characters. Created by Baolong Zhang, this video shows Jyn Erso from Rogue One in Unreal Engine 4. And it looks absolutely gorgeous.

Unfortunately, Baolong Zhang has not released this project to the public, so there is no way you can experience it yourselves. But then again, this project features a simple environment and a highly detailed character. So yeah, most Star Wars fans wouldn’t even bother downloading.

The character model for Jyn Erso looks absolutely insane. Baolong Zhang has added cloth physics and minor movements to the model, though there aren’t any facial animations. I guess this would require a lot of work. Nevertheless, Baolong Zhang has created a character that – as said in the intro – puts to shame the Star Wars characters in the Battlefront games. And that says a lot.

Enjoy the video!

A Tribute to Jyn Erso, Rogue One

24 thoughts on “This Unreal Engine 4 Star Wars fan tech demo perhaps features the best real-time character you’ve seen”

  1. Great textures resolution and skin shaders
    How much video memory is needed for this level of details in whole game? I think we need wait for GPU with 24-32 GB of video memory to see this level of details across whole game

    1. That’s not the question to make… It would be “which studio would pour the time and budget for a vast enough art staff to work at this level of detail?” And considering how ridiculously expensive games are these days, i think the answer is “None”.
      Yet, for some 4-8k textures in characters at close-up first level LOD, nah, you’d be ok with the current 8GB. The rest of the shaders aren’t about memory but processing power.

      1. Great details are already made, but they have to be downgraded sooner or later in the game development process.
        Let’s take an armor with a chainmail as an example. It’s an object which would have to contain lots of polygons to look like one in real life. This detailed model is in fact made, along with beautiful textures, in some 3D modelling program. But of course, developers can’t leave such an asset in the game. PCs are too weak nowadays. So they use that detailed model just to make a vastly simplified version based on it – with a flat chainmail surface and way more pixelated textures. And that’s what you’ll see in the final game.
        Don’t forget – less impressive assets are often harder to make than state-of-the-art ones, because no-one makes the former without the latter.
        So yeah, I don’t think it’s the problem of game developers. It’s rather the weakness of contemporary PCs (no wonder; rendering images sixty or more times per second is a hell of a task).

        1. True. Developers always use powerful hardware. For example Xbox X devkit for developers have 24 GB GDDR5 video memory. Its 2x more than current retail Xbox X. So developer can create game using GPU with 24 GB video memory but before release it need do some optimization to free half of memory

          It’s a little sad that Xbox X have only 12 GB GDDR5 and not full 24 GB like devkits

          1. We don’t care about your XBox devs kit’s memory and that explains all the bullsh*t trailers that almost always look better than the final game, they use the devkit for marketing their bullshots as well.

          2. Most gamers use entry level or midrange GPUs and Publishers want to sell the most games that they can so they want all of our business.

      2. In many cases character models are already made in high quality for cutcenes but in-game engine use lower quality assets to free some memory and power.

        We need faster hardware with a lot more video memory. Few months ago MS send to all developers new Xbox devkits with 24 GB GDDR5 memory. Its 2x more memory than Xbox X or GTX 1080 TI. Lets hope that this help developers to create next gen games for future hardware (2020-2021 next Xbox and future GPU on PC)

  2. Wow indeed this looks ultra detailed. It reminds me 8800GTX tech demos where I was also very impressed with detailed human models, but this is on totally different level.

  3. I think we are a couple of generations away for this with mainstream GPUs. Nvidia has been talking about this with Volta for years but will the Volta that we get be all that they’ve been talking about? Right now AMD can only compete with Nvidia on entry level and lower midrange. If they could step up and make a solid midrange GPU then we should see Volta shortly after but Nvidia has swapped in Pascal and they could put it off again without competition from AMD and then the consoles will be holding everyone back again. MS probably will want to keep the Xbox One X on the market for several more years.

    There’s only so far that they can get for $500 and part of that has to be distributing costs, retail cost and marketing but maybe the next Xbox will be able to handle it.

  4. Her chin and jawline do not look like that. Makes the model look like a plastic surgery version of her. The worst thing you can copy in a CGI character is fake features. How is your character going to look natural if you use unnatural proportions? He should have made an objective, honest model of Felicity Jones instead of trying to make her hotter or whatever his goal was. Reminds me of that god awful HL2 mod. Also he should have closed her damn mouth, she looks retarded standing there with her mouth open for a minute.

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