Epic Games' Unreal Fest 2024 Seoul took place on August 28th and 29th at the Lotte Hotel World in Jamsil, South Korea.
During the event, KRAFTON showcased the character studio for their upcoming life simulation game, inZOI. Attendees had the chance to create their own ZOI, the core character of the game, leading to the creation of over 100,000 unique ZOI characters in just two days.
One of the standout features was the character customization freedom, boasting over 250 customization options. This surpassed the typical customization levels found in MMORPGs, offering players nearly limitless possibilities. Additionally, using AI Texture allowed players to design unique patterns for their ZOI character's outfits, adding a personal touch.
But how exactly was ZOI, the heart of inZOI, brought to life? The answer lies in Unreal Fest 2024, an event designed to introduce the latest Unreal Engine technologies to developers and creators alike.
Unreal Fest is Epic Games' annual event, where developers can share their experiences using the latest Unreal Engine technologies and the broader Epic ecosystem.
On August 29th, KRAFTON hosted a session at Unreal Fest 2024 Seoul titled "City Creation & Character Facial Rigs in inZOI." The session, which was part of the "Game: Art and Shared" category, was led by KRAFTON's technical artists, Lee Jung-min and Seo Yoo-seok.
During this session, they discussed various topics, including how they implemented indoor and outdoor lighting in the ever-changing environments of inZOI, how they optimized the game for smooth performance using technologies like Nanite and Instance Static Meshes (ISM) while preserving urban detail, and how they incorporated MetaHuman technology into inZOI's characters. They also explained the process of calibrating MetaHuman DNA to create compelling and customizable characters in the game.
The session started with Lee Jung-min, a technical artist at KRAFTON, discussing city-building in inZOI. When creating the game's city, they utilized BP Arrays in the buildings. These tools were particularly useful for managing ray tracing and customizing data, allowing batch updates whenever parameter changes were needed.
For vegetation placement, they utilized a Procedural Content Generation (PCG) tool. This tool was employed in situations where BP Arrays were less effective. By increasing the polygon count of a grass bundle, they reduced the number of Nanite-based instances, resulting in improved performance.
People often prefer the cityscape at night over the daytime. While the city appears ordinary during the day, it transforms at night with the glow from windows, which many people find appealing. To achieve this, KRAFTON focused on the city's windows when night fell.
Custom window materials were used to differentiate the highly visible first floor from the upper floors. On the first floor, signs and windows were carefully matched by hand to create a detailed and personalized appearance. For the upper floors, custom data was utilized to randomize window materials, ensuring both visual variety and a cohesive look.
When creating the exterior wall materials, the team incorporated various weathering effects from the City Sample Materials. These materials were world-position-based, allowing for dynamic wear and tear depending on their location. Nearly all wall and floor surfaces used these exterior wall materials, providing a consistent and realistic appearance.
When constructing the city, they found it advantageous to apply Nanite technology wherever possible to achieve greater detail and realism. Lee, the technical artist, emphasized that Nanite was particularly well-suited for their development approach, which required focus and prioritization while working on two cities simultaneously. When Nanite couldn't be applied, they opted to separate the meshes instead.
To optimize Nanite meshes, distant meshes were either replaced with lighter ones or merged into a single connected mesh to reduce Nanite overdraw.
Lumen played a key role in the windows of inZOI. While Lumen works well for outdoor areas rich in light sources, it can cause distracting noise indoors, where direct light can't reach. To counter this, they added invisible emissives to the windows, which helped enhance the expression of dark areas.
Additionally, when light sources were insufficient, noise and reflection quality suffered, so they added more light sources or adjusted Lumen quality options. Although adding emissive meshes mitigated the issue, nighttime scenes still lacked enough light sources. To address this, they used fake materials for interior elements, emphasizing skin, hair, and metal surfaces.
Following the city-building discussion, Seo Yoo-seok, another technical artist at KRAFTON, took the stage to talk about MetaHuman integration. The decision to use MetaHumans in inZOI was closely related to the direction of the project.
To create a life simulation using Unreal Engine 5, MetaHumans provided a way to produce high-quality characters easily. Their standardized rigging system, ease of use in both Unreal Engine and Maya for animation, and potential applications for content using Live Link and ARKit made them the perfect choice.
The characters in inZOI boast such high quality that even cinematic videos made with them look natural and seamless. For instance, all the videos recently shown at gamescom 2024 were created using inZOI’s Zoi characters, highlighting their impressive quality.
The facial rigging process for MetaHumans involves five stages: modeling, Mesh to MetaHuman, MetaHuman Creator, DNA calibration, and the application of Unreal Engine's skeletal mesh. Among these steps, DNA calibration is especially crucial, as it plays a key role in accurately mapping the MetaHuman's facial muscles and bone structure to achieve natural and expressive facial animations.
To optimize MetaHumans, KRAFTON utilized only up to LOD 4 out of the 7 available levels. This focus on fewer LOD settings enhanced the optimization process. Once finalized, these characters were integrated into inZOI’s preset system, where users could further customize them as ZOIs.
김태만 기자 ktman21c@gamevu.co.kr