Tom Holland Likeness [Spider-Man]

Likeness of Tom Holland. Sculpted model (ZB) transferred to use metahuman rig, hair, teeth and eyes, rendered in UE5. I baked my own maps and tweaked the original material (shader) to achieve a more realistic look. Facial capture using Live Link, then training custom MH animation sequence. Special thanks to my sister, Adrianna Kucmierz - the mocap actress. I needed to tweak the animation by hand, using the "faceboardrig" in sequencer - adding expressions, moving the teeth, removing glitches and clipping etc. The animation is far from perfect, but it's my first face animation attempt, so cut me some slack ;)
Likeness challenges: Tom Holland played in a couple of Spider-Man movies throughout many years, so his face was changing, maturing, turning angular and sharper. It wasn't easy to find the right refs and still retain the likeness, so I was trying to pick the most characteristic features of his face over the whole time we know him as an actor. Another challenge was matching the field of view between ZB and UE, and figuring out how it compares with the photos of the actor.

Custom sculpted model and textures rendered in UE5, using metahuman rig, hair and eyes

Custom sculpted model and textures rendered in UE5, using metahuman rig, hair and eyes

Animated using mocap and live link app, animations adjusted by hand via face board rig in UE

Comparison - on the left metahuman textures and material, on the right my textures and tweaked material

Comparison - on the left metahuman textures and material, on the right my textures and tweaked material

first version - custom model projected to metahumans. MH textures, hair, eyes, teeth

first version - custom model projected to metahumans. MH textures, hair, eyes, teeth

Highpoly ZB

Highpoly ZB