Step By Step Process Of Creating A Dracula Metahuman
I posted a few days ago showcasing a finalized Dracula Metahuman. I thought I'd piece together a step by step process of how it was created, and how many different programs I used. Enjoy:)
I posted a few days ago showcasing a finalized Dracula Metahuman. I thought I'd piece together a step by step process of how it was created, and how many different programs I used. Enjoy:)
This project has gone through multiple evolutions over time. It’s loosely inspired by Bram Stoker’s Dracula, but reimagined with a far more psychological approach. Instead of focusing on Dracula as a purely physical presence — like in the original story where Jonathan Harker visits the Count’s castle — this version presents Dracula more as an entity that exists within Harker’s mind. He manipulates him through terrifying visions, hallucinations, and psychological torment. All environments and Metahumans were created in Unreal Engine and the Metahuman Creator. I also designed a custom Dracula character (seen briefly throughout the trailer) using Unreal Engine, Blender, and Substance 3D Painter. I also crafted the soundscape and final edit. Enjoy:)
This project started out as a digital Dracula 3-part mini-series, that then transformed into a short film, that THEN transformed into a NEW film idea that is currently in pre-production. lol. I built the entire environment in Unreal Engine 5, using all Megascans and UE assets, then used the Unreal Engine VCam to record the movement through the forests. It's an incredibly useful tool when crafting realistic first-person POV animation. I also built the soundscape myself. Enjoy:)
This project started out as a digital Dracula 3-part mini-series, that then transformed into a short film, that THEN transformed into a NEW film idea that is currently in pre-production. lol. I built the entire environment in Unreal Engine 5, using all Megascans and UE assets, then used the Unreal Engine VCam to record the movement through the forests. It's an incredibly useful tool when crafting realistic first-person POV animation. I also built the soundscape myself. Enjoy:)
This is a previz, rough clip sequence I created in Unreal Engine for a Dracula-based horror film. The environment was built in Unreal Engine and the Metahumans created using the Metahuman Creator. The idea of the film is that Jonathan Harker walks through Dracula's dilapidated, desolate castle, and as he takes a step forward the castle transforms back to its former glory. The way I accomplished this was by making TWO separate environments. I shot the same camera sequences over each environment, then layered them together in Premiere Pro, while also adding some fun effects. Also, I crafted the soundscape as well. Hope you enjoy:)
This is a previz sequence (no audio) of my short film, Holy Sh*t I'm Dead. The entire film is created using Unreal Engine for the environment while the actors are all shot on a green screen. I'm using Beeble to create PBR maps so the 2D plane of the actor can interact with the Lumen lighting.
Created a Dracula Metahuman using a 3D polycam scan as the base, then processed through the Metahuman Creator, and finally added details using 3D Substance Painter.
This is a previz sequence (no audio) of my short film, Holy Sh*t I'm Dead. The entire film is created using Unreal Engine for the environment while the actors are all shot on a green screen. I'm using Beeble to create PBR maps so the 2D plane of the actor can interact with the Lumen lighting.