Some people have literally gone crazy.
On the left is a head messed up by the game engineโs very limited lighting system, which canโt properly render shadows, skin texture, and the detail of normal maps.
On the right is THE SAME MODEL WITHOUT ANY GEOMETRY CHANGES, which looks exactly like a render from ZBrushโwhere a 3D artist modeled itโonly with better lighting, shadows, skin texture, hair, and therefore DETAILS. Thanks to neural network rendering in DLSS5.
Some random nutcase on the internet: THIS IS AI SLOP! I WANT THE ORIGINAL ARTISTIC VISION!
The head models were 3D scanned (using photogrammetry) from real people and then polished by artists.
I am the creative director of the game. This is our original artistic vision and looks like static renders of the models from Zbrush when we made them. Or like real @thisistommckay :)
Having no shadows from helmets on faces and fucked up normal map rendering WAS NOT OUR ORIGINAL ARTISTIC VISION.
People are crazy.
The idea: attach a MetaHuman to the camera itself, inside Unreal, so the scene's lighting, motion and environment hit the character directly instead of being composited behind them.
The result feels alive in a way green-screen setups don't
For Spider-Noir (2026), sound designer Andy Sisul created the web-shooting sound using a 2,000-foot roll of magnetic film. Manipulating the film created the distinctive effect, but cleaning up the tangled material afterward took 2.5 hours.