Not really. I think it might lessen how much a studio outsources background characters. But those are usually made pretty low budget anyway. Main characters will always be created unique for games. Sure, photogrammetry and scanning are a bit part of that but that is already the case. Metahuman gives you another option to make generic NPCs but won't replace the main or even secondary characters. For games, no one uses Daz. It might have a use in concept art but not gameart. Just like anything else, Metahuman is another tool to make dev a bit more streamlined...just like scans. Also, its only realistic so it clearly doesn't apply to anything remotely stylized. I'd argue its not something a company like Naughty Dog would use at all unless they needed large crowds from a distance.
don't forget its actually character artists who fill a tool like metahumans with assets. nothing in there just made itself, it's artists creating what you see
Things are probably getting lost in translation, and that isn't helped by the one-liner first post.
"Is metahuman creator changing the industry?" It is not, because it's not out yet.
"Do you think this software will actually take some 3d character jobs in the future?" This is such a weird question. Just because creating a sculpted realistic human character model from scratch can be fun to some people (in the sense that it can be satisfying, similarly to how model makers enjoy crafting detailed tiny little train models), having such skills doesn't entitle anyone to a job, no matter how good one is at the task. Finding a job is not like obtaining a degree, it doesn't depend on some kind of checklist - it only depends on the needs of a given studio at a given time.
If the MH output is good and usable, then of course some studios will leverage it - just like they can already leverage Daz models, Poser models, and 3d scanned libraries. At the end of the day It's 100% up to people interested in a field to develop a skillset that is relevant to it and in demand.
In practice, the current example models are extremely heavy and annoying to use anyways - but they can already be leveraged in clever ways, like rebaking from them, using them as base meshes, and so on. This stuff is fun to poke at. The irony of it all being that even though Epic is showing it off, the models in their current state are not even compatible with their own standard male and female mannequins/skeletons
The proactive artists who are aware of these these technical details by getting their hands dirty playing with the tech are the ones who are very hireable imho. There is probably someone somewhere already making a clever use out of the sample models, re-purposing then in one of their projects, touching up the textures, re-targeting Mixamo animations to them, and so on. Any clever AD would hire such a profile in a heartbeat.
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We already had apps such as Daz Studio, anyone can make great characters in no time...
"Is metahuman creator changing the industry?"
It is not, because it's not out yet.
"Do you think this software will actually take some 3d character jobs in the future?"
This is such a weird question. Just because creating a sculpted realistic human character model from scratch can be fun to some people (in the sense that it can be satisfying, similarly to how model makers enjoy crafting detailed tiny little train models), having such skills doesn't entitle anyone to a job, no matter how good one is at the task. Finding a job is not like obtaining a degree, it doesn't depend on some kind of checklist - it only depends on the needs of a given studio at a given time.
If the MH output is good and usable, then of course some studios will leverage it - just like they can already leverage Daz models, Poser models, and 3d scanned libraries. At the end of the day It's 100% up to people interested in a field to develop a skillset that is relevant to it and in demand.
In practice, the current example models are extremely heavy and annoying to use anyways - but they can already be leveraged in clever ways, like rebaking from them, using them as base meshes, and so on. This stuff is fun to poke at. The irony of it all being that even though Epic is showing it off, the models in their current state are not even compatible with their own standard male and female mannequins/skeletons
The proactive artists who are aware of these these technical details by getting their hands dirty playing with the tech are the ones who are very hireable imho. There is probably someone somewhere already making a clever use out of the sample models, re-purposing then in one of their projects, touching up the textures, re-targeting Mixamo animations to them, and so on. Any clever AD would hire such a profile in a heartbeat.