Weird right, especially seeing that you all murdered the 90% of men that used to style a mohawk, and a few years later pretend those massacres were infarct nessaceary for civilitation, and even complain about it for some idiots @ UE to feature it ... most of those in 3D software app's slaves are semi gay, if if not fully ... and apparently, that's how they like theiir men (u2 not incl) I'm sure the favour wouldn't be returned
@@mutanazublond4391 What the hell are you talking about? This whole post reads like a terrible fanfic where a race of mohawkmen suffered genocide by the hands of U2 (so he would be the only one sporting a mohawk), and now only the semi-gay (???) 3D-artists remember the terrible injustice done upon the mohawkmen, so fuelled by their hatred of Bono, they try and rebuild the mohawkmen in the digital realm. It's called 'Last of the Mohawkmen'.
One thing that bothered me about game characters is how even a monster or zombie despite feasting on human will somehow have perfectly clean white teeth.
Imagine if something like this took off to the point that new games incorporated it, and could let you import your own character for any game, that'd be so cool
Even though the current options are a bit limited this is still in a whole new league above makehuman. These are exciting times in the world of making games.
@@newsonomamashine I agree. However, lately steams been pretty good at filtering out the garbage. I think this helps lower the barrier to entry for solo or small teams to reach "triple a" visuals, but if your game is still crap people will refund it and Steam's algorithm will bury it.
This is absolutely mind blowing. It won't replace most protagonist characters yet until we can modify the characters a bit more. But this would be stunning for any side characters and npc in games or background characters in film if there is a way to customize clothing outside the app.
I guess you can import it in ue4, export it in fbx, import it in any 3d software (like blender, maya), make the new clothes, transfer weights, reexport, reimport in ue4. You should be able to make new clothes, hairs, facial pilosity etc
I hope they let us export these characters for blender or something so we could customize them a bit more. I'd really like to get that Final fantasy 7 realistic-anime look so custom hair is a must.
@@EvilKris - By using metahuman you'd have to accept a terms of agreement. Once you do, your model is bounded. If Epic buys your Unity game and rips the models to expose the Textures and bump maps, you're screwed. The skin textures, weight paint and vertex metadata are basically proof that you've used metahuman. You'd have to change almost everything about your character to not be sued, fined or have your game being dropped from the market. so, you already know, it's not really a problem for Unreal unless it's used in cinematics but even then, UE4 is the monopoly of real-time cinematography so they win anyway.
@@EvilKris - thats true...Hm, dang, most people are gonna have a tough time making clothes for their characters without exporting... Most aren't gonna be using Maya... hm, They better not be catering to Disney! I'll be metapissed... Eitherway, people findout how to rip from UE4 all the time so we'll have to wait and see what happens I guess. Epic has made a Blender Bridge before though, so my faith isn't completely debunked by your predictions.
@@cybershellrev7083 That's very unlikely to happen though. Unless you get big. And even the Epic suing small developer is bad PR for them given how they are fighting with Apple as an underdog. Worst case they'll send case and desist, but even that is unlikely to happen for some small Steam asset flipper, they just probably won't care and won't be actively looking for it, especially as time goes by and realistic characters become more commonplace.
I absolutely know what you mean. I found it really hard to make characters when I had a very specific facial structure in mind. There just isn't enough control in the face sculpting. it'll probably be great for prototyping, but I'm gonna stick with zbrush for actual characters.
Everyone needs to remember MetaHumans is in Beta and still in development so this limited functionality he repeatedly talks about is temporary and in no way reflects the final products capabilities. As a hobbyist developer one of my major hurdles to completing a game has been not wanting to use royalty free generic models, this is a serious upgrade, plus the fact I can get 60 secs worth of custom animations a month free is super amazing. I'm super stoked.
While there is a wide variety of faces I had a feeling that they felt samey, after this vid, and the fact that they say the generation was based on scan data I think I know why now
I can't see the fact that you can't choose weird skintones or colorize the brows as an "incredible limitation"; the app provides you with a stunning human base mesh and blendshapes, nobody stops you to open the textures in Mari or painter and give it a go. Same for clothes: it's not really a limitation to have so little choice, they probably think that the biggest and hardest work (human creation) is advanced enough and 99,9% of real users that need a character for a real project will also have clothes and props created from scratch. Because you know, we don't want the next 20 indie games using the same human models with the same 4 clothes types.
Would love to eventually see a character creator asset based on this for a game developed in Unreal. Most likely asking for too much there though, at least for the time being.
Where this really shines is the ability to get a photoreal, fully rigged character very quickly, and do temp face capture at your desk. You can get quite a bit of variety in the face very fast. May be better for generic NPCs but I can see potential for hero characters as well. You could always take your exported mesh into Zbrush to sculpt on, possibly as an overall morph target over a "close enough" base.
I never understood people who use character creators to create monsters... I always try to make them as normal, realistic and attractive as possible. And this program is definitely aimed at people like me; you're not supposed to create monsters
@@kichmadev I had not the slightest idea, I saw that Unreal was taking things very similar to what is seen in SC, what is not clear to me is how the CIG-Epic relationship works, because CIG work in Lumberyard and this is for UE4, in addition to the issue of technology licenses...
@@brianpiancino the team behind this is called "3latheral", and SC also has blending between multiple scans. So basically its the same team, working on the same thing but for another company.
Is a early access, and if you watch the livestream a guy of the team say “this is only the start for metahuman, we have a lot of project and we are working on things we can’t say for now” so yeah is limited because this is intended to be no more than a try, metahuman is waiting UE5 obviously, is for next gen and we gonna see additions when we see UE5, that’s is only a EARLY ACESS, so is normal that’s is limited
Metahuman isn't waiting for ue5. The only thing we still need from UE5 in 26 is nanite and lumen. And both of those don't matter for Metahuman to work currently. The restrictions are because it's an early product that's all
Quick Note. I am using UE5 to test and work on a game project. With Nanite and Lumen having all your main characters, and or really if you had a crowd of a million Meta Humans at LOD0/1 it shouldn't be an issue as Nanite will detect camera distance and adjust, and is also designed to handle crazy amounts of polys. I am wanting to test this theory with Battleship models that I will have crazy 4Kpolly high def instead of the gun barrels in World of Warships with the slight flat surfaces, they can now be really round, and look less like a stage prop. We will see, but what I have seen in demo mode of the 26 square kilometer city with 1000 buildings, it should work.
Hey man. I just wanted to add a comment but I'm not really sure I like your remark about 'not being able to create monsters' and whatnot. Plenty of real human beings facial features and facial disfigurements that are different from much of the population, but those differences do not make them monsters. You do not create monsters by distorting and disfiguring a human face and this language feels like it's a offensive. Sorry to have to bring this up but I just felt like it was something that should be said.
Is there anything like this for Android? I'm looking for something to do body planning for exercise, like CAS (CREATE A Sim) I'm not finding anything so I'm considering hiring some people for it
No, you can ONLY export these to Maya/UE. I just tried a few seconds ago, and the export button in Bridge will be disabled and you will be informed that you can't export these from Bridge to anything other than Maya/UE. I believe it's part of the licensing for MetaHumans.
In terms of making monstrosities... Fuse (anyone else still use that?) had limits to how far you could move each body part, but you could then go into the preferences and adjust those limits. So a characters ears were on a scale from 1 to 100 for realistic proportions , then you could set that cap to 500 or whatever if you wanted to make something ridiculous. I think that is a good compromise this tool should adopt...
The only reason it is currently limited is that it is Early Access, they are letting people play around with the tool before they add more and more items to it. Everyone needs to remember this isn't the final version, it is still far from completion, but it will get better!
Not sure if anyone uses Daz3d, Daz3d just got an Epic Mega grant. Seems like a no brainer that they are going to be working together more then just their DAz to Unreal plugin. I'm thinking they are going to be working on getting the huge amount of clothing content to work with metahumans. Of course this is only a hopeful guess. I'm biased since I have nearly a 20 year old library of old and brand new clothing from Daz.
@@andrewhlie3571 For certain. There is a few Artist that have made some great morph packs that would work great with metahuman. I bet they have been working with daz for awhile and metahuman might be based off of the Gen 8 or even the gen 8.1 figure. Why reinvent the wheel, when Daz has the wheel already.
This is very similar to the character creation in Star Citizen. There you're limited to mixing between 3 presets, not up to 6 like here, though arguably you're only mixing between 3 with MetaHuman too, since you can only blend between a triangle formed by the center and two neighboring presets. Anyway, impressive stuff from both parties. Also, in Star Citizen if you've got a webcam and have set up Face-over-IP (FoIP), the character you're creating will display your expressions. I've got a mustache and a full beard and maybe not so good face-tracking setup, so the character always looks like he's having a stroke while having a seizure and being electrocuted at the same time. FoIP is face tracking using tech from Faceware that's sent along with speech to the server, so that your character can have both your voice, and expression when you interact with other players.
This is just the early access. I can't imagine that they won't allow us the ability to alter height and weight. Not to mention being able to design a character from the ground up. Is the program going to limit us to clothed characters or will the full version allow us to customize a nude character?
@@chasingdaydreams2788 How do you know. I'm aware that the current version is clothes with underwear; but will the full version be limited to the same thing; or will be we get full body nude?
Surprised you didn't talk about the biggest drawback which is that the license only allows for characters to be used in Unreal. Fair enough consisting the R&D that went into this, but still not quite fully featured enough to tear me away from CC3 and Unity
those who has experience moding Koikatsu, CM3D2, HS2, etc.. would have a field day with this. Imma see what celebrity I can sculp with this thing... For Academic Purposes
Put my hands on yesterday and I should say that it is very cool concept overall but still quite limited and not intuitive in terms of control points in sculpt mode. It is not that easy to get some specific face features even blending all the possible characters given because it has simply limited variety of face features and most of the characters given are quite similar in fact. But it is so simple to make random beautiful and not so characters just playing with settings, blendings and not trying to copy real person but I'm sure it is not a problem to copy some real faces too with some time put into blending right characters and tweaking points in sculpt mode. Though I'm quite sure they will add more features to this so it is going to be go to character maker.
It's an amazing tool made by some brilliant people. And I... don't really care? There's a huge focus on realism with Unreal's recent tools. Nanite is all about using scanned real geometry. Metahuman is all about realistic physical limits so you can't make anything stylized. I'm imagining the next few years will involve a ton of games that look really realistic, but also all look almost completely indistinguishable. Most of the reason I like playing video games is because they take place in a different world from my grocery shopping. There's certainly a place for these kinds of tools, but the pixellated 2D sprites of the monsters of old school Doom were more interesting that just yet another accurate person for the nth time.
All these tools keep taking the art out of creating things but I guess at least they eventually won't be able to use the excuse of game development being too expensive anymore. They'll just throw all their resources into an ai blender and be done with it.
Dude I thought this said "METAL HUMAN" creator. You about had me there. I was profoundly hyped for like 1 minute. All of life would've been Dethklok all the way.
This is great, but animations may be a problem unless you have a mocap rig. I have been trying to retarget the ThirdPerson_Idle animation to the Vivian character and it is hideous no matter what bone pairings I use to make the skeletons match. We may be able to use the "UE to Rigify" plugin to work around this, I haven't tried yet, but if you MUST to have a mocap rig this isn't as great as I had hoped. Following along Epic's retarget documentation made it sound like it would be fairly straight forward. It isn't. Edit: I don't know why I put "UE to Rigify" in as a way to retarget animations. That wouldn't work. But, I believe the plugin for Rokoko will do this, so maybe that would be a way to get retargeted animations.
yeah you basically confirmed my suspicions. It has the exact same problem Make Human does, without a built in controller you end up having to bind everything manually which defeats the whole point since the modelling, UVing and texturing isn't hard to do, Rigging and Binding is hard to do which is why you need a program that can speed up that process and yet this doesn't. The point of programs like this is to save time not make up for a lack of talent which is where a lot of people seem to miss the point. If it doesn't speed up the process then it fails in its basic job.
@@mrcyberpunk I have looked into this more, and I found this video here on RUclips. It shows exactly how to retarget the animations correctly. There are a few key steps that Epic's documentation seemed to leave out. I HAVE retargeted the idle animation to my custom MetaHuman character, and she doesn't look like one of the crab-people. Here is the video's address: ruclips.net/video/HDwWCmrjrxQ/видео.html
The blend functionality is amazing, if they add user-made models to the list later, it will be one of the most powerful tools for human character creation. I do hope they will add more fantasy-like features as this keeps improving, and maybe even user-made morphs and assets, and this being a browser app it will probably not be that hard.
From my understanding, it is always going to be browser-based even after full release, which means always online and mods will be impossible since everything is server-based.
Figured out how to turn off the make-up. Just click the already selected option highlighted in blue, and it will toggle it off. Same goes with the beards.
I think a lot of the fine detail can be channged in the materials in unreal on import. Hope so, Made Gamora from GOFG last night and she aint green, and her hair aint red. YET. Will be playing with the import tomorrow. Do we have to request another hour and fill in the form again?
Links:
gamefromscratch.com/epics-metahuman-creator-is-now-in-early-acess/
-----------------------------------------------------------------------------------------------------------
*Support* : www.patreon.com/gamefromscratch
*GameDev News* : gamefromscratch.com
*GameDev Tutorials* : devga.me
*Discord* : discord.com/invite/R7tUVbD
*Twitter* : twitter.com/gamefromscratch
-----------------------------------------------------------------------------------------------------------
i have only one question .
can i export it into unity engine ?
@@mostafamostafa-fi7kr u can add it as an asset to quixelbridge
Somehow character creators never include the 3 or 4 hair styles that 90% of men actually have, but they always include the mohawk.
I know, right?!
inb4 epic games creates a tool to create Groom hairstyles from scratch
Weird right, especially seeing that you all murdered the 90% of men that used to style a mohawk, and a few years later pretend those massacres were infarct nessaceary for civilitation, and even complain about it for some idiots @ UE to feature it ... most of those in 3D software app's slaves are semi gay, if if not fully ... and apparently, that's how they like theiir men (u2 not incl) I'm sure the favour wouldn't be returned
@@mutanazublond4391 WTF?
@@mutanazublond4391 What the hell are you talking about? This whole post reads like a terrible fanfic where a race of mohawkmen suffered genocide by the hands of U2 (so he would be the only one sporting a mohawk), and now only the semi-gay (???) 3D-artists remember the terrible injustice done upon the mohawkmen, so fuelled by their hatred of Bono, they try and rebuild the mohawkmen in the digital realm. It's called 'Last of the Mohawkmen'.
One thing that bothered me about game characters is how even a monster or zombie despite feasting on human will somehow have perfectly clean white teeth.
They maybe have great dentists?
@@mrbennett That's what I'm saying! I'm not scared anymore I'm just hypnotized by their impressive habit of dental hygiene.
@@ty_teynium Hahahahaha.
@@mrbennett being zombie is a hard job but at least you get dental apparently
They don't eat sugar and soda! as much as humans lol
Imagine if something like this took off to the point that new games incorporated it, and could let you import your own character for any game, that'd be so cool
Imagine support for the Elder Scrolls!
The blend feature is super awesome.
Think if you have to create a child with similar features from both parents.
Very thoughtful feature.
Even though the current options are a bit limited this is still in a whole new league above makehuman. These are exciting times in the world of making games.
More like 10,000 Leagues! LOL!
Yeah, i can see the shitstorm of mediocre crap on steam made with this in 5 mins...
@@newsonomamashine I agree. However, lately steams been pretty good at filtering out the garbage. I think this helps lower the barrier to entry for solo or small teams to reach "triple a" visuals, but if your game is still crap people will refund it and Steam's algorithm will bury it.
whenever i see this kind of stuff i think about the unemployment that is going to be generated by those tech companies
Unless you're a character artist, since you'll soon be out of a job.
This+motion capture and i can finally open an only fans🤡🌎
@@hollyc5417 that was my intention 🤡😎
Great idea 🤔
this but unironically
Uncringe and based
Mmmmm...
3:12 for me make-up can be removed by clicking the same button you've clicked to activate it (same as facial hairs)
He does it with the shirt. But I think it's a mistake not to have an off/none button in each section.
Yes. There is undo option too available
See it didn't actually work for me. Might be a bug on my end
If I click the makeup again it toggles it off.
@@gamefromscratch Undo option too didn't work?
This is absolutely mind blowing. It won't replace most protagonist characters yet until we can modify the characters a bit more. But this would be stunning for any side characters and npc in games or background characters in film if there is a way to customize clothing outside the app.
I guess you can import it in ue4, export it in fbx, import it in any 3d software (like blender, maya), make the new clothes, transfer weights, reexport, reimport in ue4. You should be able to make new clothes, hairs, facial pilosity etc
@@DaroxxFR You actually can import these MetaHumans in Maya/Blender after completing download on Bridge, Bridge have all plugins for other DCCs.
@@arashi8876 Good to know :) i haven't tried it so it was a basic solution
They'll be main characters in my game XD
@@arashi8876 Actually you can export from unreal engine to Blender. But you don't have the ability to modify the rigging as well as you can in Maya.
Of course you can't make Monsters, the title IS Human xD
Can't make them anthro bitches yet 😿
@@mode3763 Yeah, call me when this makes furries.
Shame because I'd really love to make undead, slender man, skin walker and a bunch of other monstrosity I love games that allow that
im getting some undertones i don't really want to to understand
I hope they let us export these characters for blender or something so we could customize them a bit more. I'd really like to get that Final fantasy 7 realistic-anime look so custom hair is a must.
@@EvilKris They export out to Maya via the Quixel Bridge I do believe.
@@EvilKris - By using metahuman you'd have to accept a terms of agreement. Once you do, your model is bounded. If Epic buys your Unity game and rips the models to expose the Textures and bump maps, you're screwed. The skin textures, weight paint and vertex metadata are basically proof that you've used metahuman. You'd have to change almost everything about your character to not be sued, fined or have your game being dropped from the market. so, you already know, it's not really a problem for Unreal unless it's used in cinematics but even then, UE4 is the monopoly of real-time cinematography so they win anyway.
@@EvilKris - thats true...Hm, dang, most people are gonna have a tough time making clothes for their characters without exporting... Most aren't gonna be using Maya... hm, They better not be catering to Disney! I'll be metapissed... Eitherway, people findout how to rip from UE4 all the time so we'll have to wait and see what happens I guess. Epic has made a Blender Bridge before though, so my faith isn't completely debunked by your predictions.
@@EvilKris - My metafingers are crossed.
@@cybershellrev7083 That's very unlikely to happen though. Unless you get big. And even the Epic suing small developer is bad PR for them given how they are fighting with Apple as an underdog. Worst case they'll send case and desist, but even that is unlikely to happen for some small Steam asset flipper, they just probably won't care and won't be actively looking for it, especially as time goes by and realistic characters become more commonplace.
I absolutely know what you mean. I found it really hard to make characters when I had a very specific facial structure in mind. There just isn't enough control in the face sculpting. it'll probably be great for prototyping, but I'm gonna stick with zbrush for actual characters.
Well, if it's at this level now, imagine what it will be in 10 years.
Kinkoyaburi You’ll probably still need a sculptung software for specific character looks or stylized characters
Everyone needs to remember MetaHumans is in Beta and still in development so this limited functionality he repeatedly talks about is temporary and in no way reflects the final products capabilities. As a hobbyist developer one of my major hurdles to completing a game has been not wanting to use royalty free generic models, this is a serious upgrade, plus the fact I can get 60 secs worth of custom animations a month free is super amazing. I'm super stoked.
While there is a wide variety of faces I had a feeling that they felt samey, after this vid, and the fact that they say the generation was based on scan data I think I know why now
For dye you can pretty easily change it on the unreal side by modifying the material.
I can't see the fact that you can't choose weird skintones or colorize the brows as an "incredible limitation"; the app provides you with a stunning human base mesh and blendshapes, nobody stops you to open the textures in Mari or painter and give it a go. Same for clothes: it's not really a limitation to have so little choice, they probably think that the biggest and hardest work (human creation) is advanced enough and 99,9% of real users that need a character for a real project will also have clothes and props created from scratch. Because you know, we don't want the next 20 indie games using the same human models with the same 4 clothes types.
The apex of narcissism is creating yourself in this and I will try this
You can remove the makeup/Hair by just clicking on the same block you selected to unselect it. :D
Click again on the selected Makeup tile to disable it. Same for other similar selections...
0:39 his eyelashes are fabulous and he knows that.
Slay it, Asian Steve Harvey
Would love to eventually see a character creator asset based on this for a game developed in Unreal. Most likely asking for too much there though, at least for the time being.
Where this really shines is the ability to get a photoreal, fully rigged character very quickly, and do temp face capture at your desk. You can get quite a bit of variety in the face very fast. May be better for generic NPCs but I can see potential for hero characters as well. You could always take your exported mesh into Zbrush to sculpt on, possibly as an overall morph target over a "close enough" base.
There should be a redistributable MetaHuman engine inside Unreal. So you could pass only the blending parameters. This would save much memory.
I never understood people who use character creators to create monsters... I always try to make them as normal, realistic and attractive as possible. And this program is definitely aimed at people like me; you're not supposed to create monsters
Im guessing its called metahuman and not metamonster for a reason lol
This must be sarcasm, right?
Another issue I noticed. Salt and pepper effects don't go from tip to root. It goes the other way around with the root turning grey first.
Answered my question about exporting to Blender at 20:14.
If you want to get rid of make-up or any other element you've added you click the item you've already selected again and it'll deselect.
Was looking for this comment. Weird he didn't figure that out while doing the same thing to the clothes. xD
Chris Roberts must be turning nonstop in his chair right now, I imagine Star Citizen devs like "write that down, write that down!"
You do realize star citizen has the same tech, made by the same team of people that made this.
@@kichmadev I had not the slightest idea, I saw that Unreal was taking things very similar to what is seen in SC, what is not clear to me is how the CIG-Epic relationship works, because CIG work in Lumberyard and this is for UE4, in addition to the issue of technology licenses...
@@brianpiancino the team behind this is called "3latheral", and SC also has blending between multiple scans. So basically its the same team, working on the same thing but for another company.
Is a early access, and if you watch the livestream a guy of the team say “this is only the start for metahuman, we have a lot of project and we are working on things we can’t say for now” so yeah is limited because this is intended to be no more than a try, metahuman is waiting UE5 obviously, is for next gen and we gonna see additions when we see UE5, that’s is only a EARLY ACESS, so is normal that’s is limited
Metahuman isn't waiting for ue5. The only thing we still need from UE5 in 26 is nanite and lumen. And both of those don't matter for Metahuman to work currently. The restrictions are because it's an early product that's all
@@robinv1485 i don’t want to say this, only that’s metahuman and ue5 is mean for next gen, so we are at the beginning, btw yeas early access say all
Unlike most youtubers that just act super enthusiastic and squeal alot, this guy sounds and feels pretty cool
Will Meta human have a photo mode where you can turn a photo of yourself into one of the characters. Similar to the Headshot plugin reallusion has?
5:49 blend shape?
finally, I can create my dream waifu
Only reason this exists haha😂
Jk
Did you try the Undo button? On the top bar. There is a Redo direction too.
Quick Note. I am using UE5 to test and work on a game project. With Nanite and Lumen having all your main characters, and or really if you had a crowd of a million Meta Humans at LOD0/1 it shouldn't be an issue as Nanite will detect camera distance and adjust, and is also designed to handle crazy amounts of polys. I am wanting to test this theory with Battleship models that I will have crazy 4Kpolly high def instead of the gun barrels in World of Warships with the slight flat surfaces, they can now be really round, and look less like a stage prop.
We will see, but what I have seen in demo mode of the 26 square kilometer city with 1000 buildings, it should work.
Hey man. I just wanted to add a comment but I'm not really sure I like your remark about 'not being able to create monsters' and whatnot. Plenty of real human beings facial features and facial disfigurements that are different from much of the population, but those differences do not make them monsters. You do not create monsters by distorting and disfiguring a human face and this language feels like it's a offensive. Sorry to have to bring this up but I just felt like it was something that should be said.
Freeze all motor functions 3:26 😂
That was terrifying
There are undo and redo arrows at the top, so you could use that to remove the makeup.
this might be really useful for streamers who use face and body tracking
Yeah definitely
ouuuu id like to see a streamer do that
Metahuman solves so many problems. Great work!
Is there anything like this for Android?
I'm looking for something to do body planning for exercise, like CAS (CREATE A Sim)
I'm not finding anything so I'm considering hiring some people for it
Can you use these in Blender? Quixel Bridge has an Blender export but do those characters work with that?
Just hour ago, I have seen "AskNK" (Check his Channel) using one MetaHuman character in Maya. So I think Blender is possible too
No, you can ONLY export these to Maya/UE. I just tried a few seconds ago, and the export button in Bridge will be disabled and you will be informed that you can't export these from Bridge to anything other than Maya/UE. I believe it's part of the licensing for MetaHumans.
So you can only export it to Maya to make animations and other easy modifications like cloths. But you can only use and render them in Unreal Engine.
with makeup I found if you reclick the square that you originally chose it removes the makeup.
In terms of making monstrosities...
Fuse (anyone else still use that?) had limits to how far you could move each body part, but you could then go into the preferences and adjust those limits.
So a characters ears were on a scale from 1 to 100 for realistic proportions , then you could set that cap to 500 or whatever if you wanted to make something ridiculous.
I think that is a good compromise this tool should adopt...
So I want to see if you can take Metahuman either into Blender, 3D Coat, and or CC3.
The only reason it is currently limited is that it is Early Access, they are letting people play around with the tool before they add more and more items to it. Everyone needs to remember this isn't the final version, it is still far from completion, but it will get better!
There really isn’t a final version for anything, I mean, there’s just a ton of software updates nowadays
I wish there was option for hulk, body builder and other things. I hope they add mods.
makeup is removable, you need to click on that option again
I have to ask, where the hell do you live where _BLUE DYED EYEBROWS_ is normal fashion sense?
...the moment in Time when you're dropping that it's pretty common to have blue eyebrows.
Not sure if anyone uses Daz3d, Daz3d just got an Epic Mega grant. Seems like a no brainer that they are going to be working together more then just their DAz to Unreal plugin. I'm thinking they are going to be working on getting the huge amount of clothing content to work with metahumans. Of course this is only a hopeful guess. I'm biased since I have nearly a 20 year old library of old and brand new clothing from Daz.
ooooh Daz clothing library that auto fit the body would be EPICO
@@andrewhlie3571 For certain. There is a few Artist that have made some great morph packs that would work great with metahuman. I bet they have been working with daz for awhile and metahuman might be based off of the Gen 8 or even the gen 8.1 figure. Why reinvent the wheel, when Daz has the wheel already.
This is very similar to the character creation in Star Citizen. There you're limited to mixing between 3 presets, not up to 6 like here, though arguably you're only mixing between 3 with MetaHuman too, since you can only blend between a triangle formed by the center and two neighboring presets.
Anyway, impressive stuff from both parties.
Also, in Star Citizen if you've got a webcam and have set up Face-over-IP (FoIP), the character you're creating will display your expressions. I've got a mustache and a full beard and maybe not so good face-tracking setup, so the character always looks like he's having a stroke while having a seizure and being electrocuted at the same time.
FoIP is face tracking using tech from Faceware that's sent along with speech to the server, so that your character can have both your voice, and expression when you interact with other players.
No timestamps in the description to get the chapters?
any footage of these models being re-used to populate environments?
9:13 click it you get blue higlight its enabled. click another one it highlight another. click same its disable it . right?!?
This is just the early access. I can't imagine that they won't allow us the ability to alter height and weight. Not to mention being able to design a character from the ground up. Is the program going to limit us to clothed characters or will the full version allow us to customize a nude character?
Clothed with underwear. Sorry to dissapoint ya
@@chasingdaydreams2788 How do you know. I'm aware that the current version is clothes with underwear; but will the full version be limited to the same thing; or will be we get full body nude?
Agreed I also Got access. Hoping they are planning to add body part sculpt options to
😏
Hmmm... yeah idk
are there anatomical elements like genitalia?
Surprised you didn't talk about the biggest drawback which is that the license only allows for characters to be used in Unreal. Fair enough consisting the R&D that went into this, but still not quite fully featured enough to tear me away from CC3 and Unity
those who has experience moding Koikatsu, CM3D2, HS2, etc.. would have a field day with this.
Imma see what celebrity I can sculp with this thing... For Academic Purposes
Faux hawk isn't shaved down to the skin on the sides, if it's shaved there it's a real mohawk not a fake (faux) hawk.
Can you create a character and import it into blender?
Put my hands on yesterday and I should say that it is very cool concept overall but still quite limited and not intuitive in terms of control points in sculpt mode. It is not that easy to get some specific face features even blending all the possible characters given because it has simply limited variety of face features and most of the characters given are quite similar in fact. But it is so simple to make random beautiful and not so characters just playing with settings, blendings and not trying to copy real person but I'm sure it is not a problem to copy some real faces too with some time put into blending right characters and tweaking points in sculpt mode. Though I'm quite sure they will add more features to this so it is going to be go to character maker.
will this software be available as a download for the offline version soon?
It's an amazing tool made by some brilliant people. And I... don't really care? There's a huge focus on realism with Unreal's recent tools. Nanite is all about using scanned real geometry. Metahuman is all about realistic physical limits so you can't make anything stylized. I'm imagining the next few years will involve a ton of games that look really realistic, but also all look almost completely indistinguishable. Most of the reason I like playing video games is because they take place in a different world from my grocery shopping. There's certainly a place for these kinds of tools, but the pixellated 2D sprites of the monsters of old school Doom were more interesting that just yet another accurate person for the nth time.
All these tools keep taking the art out of creating things but I guess at least they eventually won't be able to use the excuse of game development being too expensive anymore. They'll just throw all their resources into an ai blender and be done with it.
Only export to unreal or is it possible to also export it in Unity?
I can't w8 for Peter Griffin Andy Goofy models
The other thing that seems limited, but you can always put different outfits on them in UE.
awesome, i can see that as a tool for building a great base model so you can work on details on your own...
Amazing. I can make my own clothing in blender and change eyebrow color and apply makeup in photoshop.. lol
yeah i can export to blender it seems but he said he couldn't
Edit: nvm not yet but the option is there
Dude I thought this said "METAL HUMAN" creator. You about had me there. I was profoundly hyped for like 1 minute. All of life would've been Dethklok all the way.
Has there been any major improvements since this was introduced almost a year ago?
*Gets early access to breakthrough technology to create humans...
*Creates the most mismatched, unsettling people imaginable
I am looking for something like META-ANIMAL CREATOR
what is the file size per meta human exported to unreal.. and how do we give motion capture data to meta humans
This is great, but animations may be a problem unless you have a mocap rig. I have been trying to retarget the ThirdPerson_Idle animation to the Vivian character and it is hideous no matter what bone pairings I use to make the skeletons match. We may be able to use the "UE to Rigify" plugin to work around this, I haven't tried yet, but if you MUST to have a mocap rig this isn't as great as I had hoped. Following along Epic's retarget documentation made it sound like it would be fairly straight forward. It isn't.
Edit: I don't know why I put "UE to Rigify" in as a way to retarget animations. That wouldn't work. But, I believe the plugin for Rokoko will do this, so maybe that would be a way to get retargeted animations.
yeah you basically confirmed my suspicions. It has the exact same problem Make Human does, without a built in controller you end up having to bind everything manually which defeats the whole point since the modelling, UVing and texturing isn't hard to do, Rigging and Binding is hard to do which is why you need a program that can speed up that process and yet this doesn't. The point of programs like this is to save time not make up for a lack of talent which is where a lot of people seem to miss the point. If it doesn't speed up the process then it fails in its basic job.
@@mrcyberpunk I have looked into this more, and I found this video here on RUclips. It shows exactly how to retarget the animations correctly. There are a few key steps that Epic's documentation seemed to leave out. I HAVE retargeted the idle animation to my custom MetaHuman character, and she doesn't look like one of the crab-people. Here is the video's address: ruclips.net/video/HDwWCmrjrxQ/видео.html
What was the other character creator system you mention? I couldn't quite make out the name :-) Mentioned at about 2:43secs
Fallout 4 character creator?
@@x_pogboy5082 Thanks :-)
What is your oppression with making monsters etc?
The export option is greyed out for me, is it maybe because I set up Unity as the Engine?
When it come out of beta, will I be able to download it, or will it always be browser based?
The blend functionality is amazing, if they add user-made models to the list later, it will be one of the most powerful tools for human character creation.
I do hope they will add more fantasy-like features as this keeps improving, and maybe even user-made morphs and assets, and this being a browser app it will probably not be that hard.
What are the requirements for using this software? Is it subscription based? Are you allowed to use it only if you use Unreal Engine for your game?
Can this be used in a comercial project?
How do I make a jutting chin or jawline or a cleft in the chin?
I mainly find that scary...
You can remove the makeup by just clicking the enabled option again.
👽 they are now creating a simulation inside their own simulation
Imagine this gets released for download and people start making mods for this.
From my understanding, it is always going to be browser-based even after full release, which means always online and mods will be impossible since everything is server-based.
Is this only for Unreal Engine?
Which gpu do we need to use metahumans in unreal?
Thanks for talking about the clothing
Is it possible to export models in fbx?
Figured out how to turn off the make-up. Just click the already selected option highlighted in blue, and it will toggle it off. Same goes with the beards.
Wait it operates on a broswer
Will this technology be used on in game characters
Can't you use it to export to unity?
I think a lot of the fine detail can be channged in the materials in unreal on import. Hope so, Made Gamora from GOFG last night and she aint green, and her hair aint red. YET. Will be playing with the import tomorrow. Do we have to request another hour and fill in the form again?
no u can just go back to request a new session, all metahumans will be saved that u are working on
ehem... they are created. when you installed bridge, it asks for a library folder. It is directly downloaded there.
If I'm not mistaken you can remove the make-up by clicking on the same selection again.