@@chanofeles hey, original course needed some update to be fully relevant (because of some Blender and UE updates). So I decided to update course and release it for free as a YT video. So if people want to say thanks for free course, my YT members and Patreon is up.
@@MarisFreimanis I have followed this to the T and can not get it to work coming back into Unreal. When I do the conform, it gives me an error " Identity face scale is ____X (random but currently the number is 0.296) that of an average Metahuman..." I'm thinking it was a scale thing but I have tried repeatedly reimporting, changing the scale size and nothing. Any ideas?
I've spent 4 days now learning unreal and metahuman workflows, this is probably one of the best tutorials out there. Well done. I like how you explain why you do certain things, and what happens if you don't do it, it helps me understand what is happening at every step and how it relates to the whole pipeline. When I follow tutorials, I like to try certain steps in multiple different ways so I can learn what works and what doesn't, but with you explaining it, I don't have to do that and it saves me so much time. Thank you for the amazing tutorial.
Hey! Thanks for feedback, I'm glad my teaching style suits you. That's how I like to learn - understand principles instead of just "how to" repeating method. So usually when I'm learning something new I try to write down all errors and obstacles I came across while I was learning new workflow. Then I can use these notes for my tutorials to include possibilities that could go wrong and how to fix them. Good luck in your MH journey! Join Discord to share your work!
that tutorial was so useful. but good job with the music that has such a small loop, it makes pausing so agreeable. Felt I was at school. thank you soooo much
One of the best course I have seen on Metahuman, Its really worth the time. The amount of information in this course is insane!! Eagerly waiting for the Metahuman clothing tutorial...
Seriously, yesterday i was thinking a lot about metahuman to try. An hour ago RUclips just suggested this awesome video. It's like a sign. Subscribed at the first min. I stopped UE around 2022 December, couple of months later i entered once for a day to build a function to my environment, then i gave up since, because i tired of my gpu 1050Ti. But now your video makes me to try it and continue working on my UE assets. Thanks for these infos.
Ha ha, yes, YT is mind readers lol. For 1050TI probably LOD0 MH will be heavy, but you could work on some higher LODs (3 or 4). Could still practice all steps and at end will have game ready character.
1:43 I took 20 photos using polycam that's on mobile and got really decent results and I just sent the file in discord dms and downloaded it on pc. The whole thing took like five minutes and a bit more to cleanup in blender. Also got a very accurate Metahuman, I think it's a much better and quicker option than 3DF Zephyr.
Absolutely, that's also good option. I just showcase Zephier as one of options, since I usually like to take photos with my DSLR using polarized lens filter and light filter, it cuts out some of reflections and gives a bit cleaner scans. You can also use RealityScan app, it sends model to sketchfab, so it's really easy to download it.
@@MarisFreimanis i use mostly unreal engine and cinema 4d, but i think blender with meta humans is a fantastic combo!! And thank you for sharing with us!!
My Clothing tutorial will be out soon, so rigging process for accessories is the same. But 80% of accessories (rings, bracelets, some of necklaces etc.) you don't need to rig and you can just add them as static mesh and bind it to bone.
Wow ❤amazing!Thank you very much! Just wondering,If my blender hair is made by curve+texture,which format shall I export?And add that to my meta human the same way in the tutorial?
This is extremely helpful but there’s one thing that I would really love to know no one has been able to give me a good answer for yet which is how to get a custom height/body proportions.
Hey Man Awesome stuff! took me 2 days to learn all of this by myself lol, I would love to know how you would approuch a stylized head like final fantasys cloud strife, as I havent seen a overview of doing something like that even
Hey! Since it has really human face I would use same workflow really. Just here obviously would have more work in substance painter to get skin texture more stylized. Everything else pretty mush is the same.
I cant access the metahuman creator at 13:20, after following all directions and clicking mesh to metahuman right before 13:20, where does it go? how do i get to the next part where you are customizing the metahuman?
You can modify existing teeth mesh in 19:32 where you are sculpting low poly mesh. Just select any point on the joined mesh, and hide it and then you will see teeth mesh, just hide rest of the things you don't need and modify teeth. Once you are done, unhide everything and carry on with a tutorial.
Great video, thanks! Do you know if it habes any possibility to use a facemesh in Unreal Engine without the metahuman plugin? Because it still not support mac os and i think i habe to wait some years more, they support this option with mac os😢 Any solutions?
Ugh really? Guess finally need to test UE on my mac to see limitations. With plugin it's kind of hard to make it fully work without paid plugins. You can google for hyperhuman and use their AI tool. Not gonna bee as good as MH plugin but can get some decent results. Can also use Maya+metapipe but it's coslty.
@@MarisFreimanis its not a problem for me to buy something but i dosent would buy a whole software. Thanks for the idea for the hyperhuman website but my missing part is not to get a new mesh. the easy way to get the metahuman animation facerig over the new mesh its the missing part. And this i just see in metahuman plugin... And yes, it still has some painfull limitations, like lumen, nanite and more. Hope they will support it soon.
I’ve sculpted a character in Blender and created custom clothing in Marvelous Designer. I’m now working on bringing these assets into Unreal Engine to apply Metahuman, but I’m encountering issues with the clothing. Can anyone provide assistance with this?
Can I still import back to ue5 if I don't have substance painter yet? I'm just trying to add my meta human to blender to separate hands feet etc for modular equipment. But the skeleton and animations won't reimport to ue5. I'm gunna try this method and report back regardless
Of course, modifying mesh and texturing are 2 separate things. It should work just fine when separating your mesh as long as fallow my export workflow, i have done that kind of mesh separation before.
ive been trying to do this for days but i think the metahumans are different now. i dont get any shape keys when exporting and converting with fbx converter, and when i importing it back with shape keys. unreal doesnt have the option to click import morph targets in the asset detals after we had the fbx 2013 converted to source. please help!
Shape keys are missing because source is empty, just set your mesh as default source for that skeletal mesh and morphs will show up again. For shape keys not showing check my latest video where I go over new Mh changes, shape keys only exist in "Cinematics" metahumans.
I'm trying to create a character that's a book with a talking face on the cover. It is just supposed to be a floating book/head so there is no body. Can I do this with Meta Human?
I don't see reason why not, there is nothing specific to MH heads that would not work in same way as others. You just need to figure out how to mask head in way you need.
Hello, first of all, thank you for this beautiful video. I want to make a video for my friend who lost his mother in the February 6 earthquake, but I don't have every photo of his mother from every angle. Is there another program that I can use to make her face 3D? It might be easier with AI support.
Hey, I 'm really sorry for your friends loss. If there is any good frontal photo, I would try hyperhuman, it's a good Ai tool that will generate estimated mesh from a singe photo (will also generate texture for it). If I remember correctly it will even generate MH head mesh for you.
Help, when i try to convert the face mesh exported form unreal engine in Autodesk fbx converter, it can't be converted and shows the error message "Not Enough Parameters" what should i do ?
Is that a female character? There is one character, I believe Short medium female or something like that, that had a vertex bug since 5.0 metahumans and they still have not fixed.
Did you do mesh extraction step? After this step there are to meshes, Mesh(1) and Mesh(2), 1 is without crop and 2 is with. Usually by def it should select mesh 2 in export settings, but if it didn't just select it.
Hey thank you for this course! I want to ask you about an issue I'm having, I modify en blender de conformed mesh and when I send it to metahuman, it says that the head is 0.5x than the original metahuman. Is there a configuration in blender that i have to take in count to put in scale? o when I'm importing? Thank you so much for your time
@@MarisFreimanis Thank you so much for your reply, the problem with fbx was that i was using a 32bit version. I install the 64 bit and everything did work
From UE5.5 to Blender or from Blender to UE? I jsut run 5.5 MH and everything is fine. Make sure you use Cinematic version, High,Medium,Low dont have shape keys.
@@SeyyahRessam it’s not only way, but this very beginner friendly and besides substance painter it’s free. There are workflows that uses paid plugins but you still need to do ton of your work so they don’t necessarily save any time, just give other customization options, but again it comes with a price. For heavy face customization (like my cat) I use metapipe but it’s $200 plugin that requires Maya and advanced understanding how Metahumans actually work.
Reality Capture can get better results that Zaphyre, but it requires some extra tweaking to get really nice results. As this is really intended to help even complete beginners, I think Zaphyre is just easier. All you need to do is press next, next. And importing OBJ and 1 texture in UE is nota big deal. I am planning to make a video for RC too.
I'm not sure what exactly you are missing? MH identity is part of Metahuman Plugin that you can find on Fab. Metahumans still live inside Quixel Bridge, they are not moved to Fab yet.
Custom MH clothing tut coming soon!
Hey Maris, I was wondering why your metahuman course is not for sale anymore on gumroad? It was on my wishlist and I am not able to buy it anymore?
@@chanofeles hey, original course needed some update to be fully relevant (because of some Blender and UE updates). So I decided to update course and release it for free as a YT video. So if people want to say thanks for free course, my YT members and Patreon is up.
Wow waiting for it :)
🤩🤩🤩🤩
egarly waiting
The level of detail and amount of extremely valuable information that you've managed to cram into 1 hour 20 mins is incredible. Thank you very much !
Thank you! I try to edit out as much has I can to not waste people time.
@@MarisFreimanis I have followed this to the T and can not get it to work coming back into Unreal. When I do the conform, it gives me an error " Identity face scale is ____X (random but currently the number is 0.296) that of an average Metahuman..." I'm thinking it was a scale thing but I have tried repeatedly reimporting, changing the scale size and nothing. Any ideas?
I've spent 4 days now learning unreal and metahuman workflows, this is probably one of the best tutorials out there. Well done. I like how you explain why you do certain things, and what happens if you don't do it, it helps me understand what is happening at every step and how it relates to the whole pipeline. When I follow tutorials, I like to try certain steps in multiple different ways so I can learn what works and what doesn't, but with you explaining it, I don't have to do that and it saves me so much time. Thank you for the amazing tutorial.
Hey! Thanks for feedback, I'm glad my teaching style suits you. That's how I like to learn - understand principles instead of just "how to" repeating method. So usually when I'm learning something new I try to write down all errors and obstacles I came across while I was learning new workflow. Then I can use these notes for my tutorials to include possibilities that could go wrong and how to fix them. Good luck in your MH journey! Join Discord to share your work!
that tutorial was so useful. but good job with the music that has such a small loop, it makes pausing so agreeable. Felt I was at school. thank you soooo much
One of the best course I have seen on Metahuman, Its really worth the time. The amount of information in this course is insane!! Eagerly waiting for the Metahuman clothing tutorial...
Awesome! I'm glad you enjoy it! Editing it, should be out soon!
The best explained metahuman processed I have watched. Great job. Thank you for the effort
Hey, thank you! Don't forget to showcase you MH, if you made something cool!
Seriously, yesterday i was thinking a lot about metahuman to try. An hour ago RUclips just suggested this awesome video. It's like a sign. Subscribed at the first min. I stopped UE around 2022 December, couple of months later i entered once for a day to build a function to my environment, then i gave up since, because i tired of my gpu 1050Ti. But now your video makes me to try it and continue working on my UE assets. Thanks for these infos.
Ha ha, yes, YT is mind readers lol.
For 1050TI probably LOD0 MH will be heavy, but you could work on some higher LODs (3 or 4). Could still practice all steps and at end will have game ready character.
I love your tutorials! You're the best.
Glad you like them!
Hello. Thank you so much for this course! It's amazing! A lot of important and useful information! Thank you!
Glad I could teach something new!
1:43 I took 20 photos using polycam that's on mobile and got really decent results and I just sent the file in discord dms and downloaded it on pc. The whole thing took like five minutes and a bit more to cleanup in blender. Also got a very accurate Metahuman, I think it's a much better and quicker option than 3DF Zephyr.
Absolutely, that's also good option. I just showcase Zephier as one of options, since I usually like to take photos with my DSLR using polarized lens filter and light filter, it cuts out some of reflections and gives a bit cleaner scans. You can also use RealityScan app, it sends model to sketchfab, so it's really easy to download it.
What an incredibly valuable video! Thank you.
Hey, You're so welcome!
Great tutorial. Thank you.
Glad it helped!
This youtube channel is amazing 🤩🤩
Thank you!
Hello from Latvia! 🙂
simply loved it
THANK YOU MAN!!
Enjoy!
i think i am starting blender because of you lol
Hah, that's nice :D What's your preferred software? Blender is just free and popular that's why I chose it for tutorials.
@@MarisFreimanis i use mostly unreal engine and cinema 4d, but i think blender with meta humans is a fantastic combo!! And thank you for sharing with us!!
you have made the most updated Tutorials like the hair Grooming one.
Glad I could help!
Great tutorial! Do you know how to add accessories to the metahuman? How can I reposition a mesh and convert it to a skeletal mesh?
My Clothing tutorial will be out soon, so rigging process for accessories is the same. But 80% of accessories (rings, bracelets, some of necklaces etc.) you don't need to rig and you can just add them as static mesh and bind it to bone.
Wow ❤amazing!Thank you very much! Just wondering,If my blender hair is made by curve+texture,which format shall I export?And add that to my meta human the same way in the tutorial?
For curves check my "[UE5] How to Create a Groom Fur for Unreal Engine 5 - Groom Tutorial"
@@MarisFreimanis Thank you very much!
This is extremely helpful but there’s one thing that I would really love to know no one has been able to give me a good answer for yet which is how to get a custom height/body proportions.
Will see, maybe I will make a tutorial about it. To some degree you can simply modify body bones in Blender.
Hey Man Awesome stuff! took me 2 days to learn all of this by myself lol, I would love to know how you would approuch a stylized head like final fantasys cloud strife, as I havent seen a overview of doing something like that even
Hey! Since it has really human face I would use same workflow really. Just here obviously would have more work in substance painter to get skin texture more stylized. Everything else pretty mush is the same.
Sounds about right, and when we export the head as a obj, is there a method in blender to shrinkwrap or morph the obj head into a custom one?
I cant access the metahuman creator at 13:20, after following all directions and clicking mesh to metahuman right before 13:20, where does it go? how do i get to the next part where you are customizing the metahuman?
Metahumans are available at - metahuman.unrealengine.com
Good
why at 23:26 im can't join shape? "selected meshes must have equal number vertices" when i joint shape. but its only at face
Did you marge non manifold vertices? Is there any particular error you are getting?
@MarisFreimanis brother i cant find my metahuman face mesh in the saved folder , is this not working in newer update?
Thank you for your tutorial, but I have a question about characters teeth: is there a possibility to use custom teeth mesh?
You can modify existing teeth mesh in 19:32 where you are sculpting low poly mesh. Just select any point on the joined mesh, and hide it and then you will see teeth mesh, just hide rest of the things you don't need and modify teeth. Once you are done, unhide everything and carry on with a tutorial.
Great video, thanks! Do you know if it habes any possibility to use a facemesh in Unreal Engine without the metahuman plugin? Because it still not support mac os and i think i habe to wait some years more, they support this option with mac os😢
Any solutions?
Ugh really? Guess finally need to test UE on my mac to see limitations. With plugin it's kind of hard to make it fully work without paid plugins. You can google for hyperhuman and use their AI tool. Not gonna bee as good as MH plugin but can get some decent results. Can also use Maya+metapipe but it's coslty.
@@MarisFreimanis its not a problem for me to buy something but i dosent would buy a whole software. Thanks for the idea for the hyperhuman website but my missing part is not to get a new mesh. the easy way to get the metahuman animation facerig over the new mesh its the missing part. And this i just see in metahuman plugin...
And yes, it still has some painfull limitations, like lumen, nanite and more. Hope they will support it soon.
Hello! Amazing tutorial! Do you have some tip in how to pose a metahuman? I tried to export a pose from daz but did not work
Control rig probably is best option. It's easiest way to pose characters.
I’ve sculpted a character in Blender and created custom clothing in Marvelous Designer. I’m now working on bringing these assets into Unreal Engine to apply Metahuman, but I’m encountering issues with the clothing. Can anyone provide assistance with this?
Hey! Without knowing issue, hard to help. Always welcome to join my Discord and I can try to help there if I can.
Can I still import back to ue5 if I don't have substance painter yet? I'm just trying to add my meta human to blender to separate hands feet etc for modular equipment. But the skeleton and animations won't reimport to ue5. I'm gunna try this method and report back regardless
Of course, modifying mesh and texturing are 2 separate things.
It should work just fine when separating your mesh as long as fallow my export workflow, i have done that kind of mesh separation before.
@MarisFreimanis that's in this video correct?
@ I’m not separating mesh in video but I show correct way to export from blender so you don’t get missing bone error in UE / root bone error
ive been trying to do this for days but i think the metahumans are different now. i dont get any shape keys when exporting and converting with fbx converter, and when i importing it back with shape keys. unreal doesnt have the option to click import morph targets in the asset detals after we had the fbx 2013 converted to source. please help!
im using ue 5.5 and blender 4.3.0
Shape keys are missing because source is empty, just set your mesh as default source for that skeletal mesh and morphs will show up again.
For shape keys not showing check my latest video where I go over new Mh changes, shape keys only exist in "Cinematics" metahumans.
I'm trying to create a character that's a book with a talking face on the cover. It is just supposed to be a floating book/head so there is no body. Can I do this with Meta Human?
I don't see reason why not, there is nothing specific to MH heads that would not work in same way as others. You just need to figure out how to mask head in way you need.
Hello, first of all, thank you for this beautiful video. I want to make a video for my friend who lost his mother in the February 6 earthquake, but I don't have every photo of his mother from every angle. Is there another program that I can use to make her face 3D? It might be easier with AI support.
Hey, I 'm really sorry for your friends loss. If there is any good frontal photo, I would try hyperhuman, it's a good Ai tool that will generate estimated mesh from a singe photo (will also generate texture for it). If I remember correctly it will even generate MH head mesh for you.
how uv tile work in substance i am getting both seprated matrial
I mention in a video, after you join both meshes in blender, remove one of materials so only one is left.
Help, when i try to convert the face mesh exported form unreal engine in Autodesk fbx converter, it can't be converted and shows the error message "Not Enough Parameters" what should i do ?
Is that a female character? There is one character, I believe Short medium female or something like that, that had a vertex bug since 5.0 metahumans and they still have not fixed.
@MarisFreimanis right ! Is that also why the intersection between head and body seems harsh ? So there's nothing we can do to fix it ?
even though I cropped the scan leaving only my face, when I imported the file on blender it got the entire mesh. Don't understand why
Did you do mesh extraction step? After this step there are to meshes, Mesh(1) and Mesh(2), 1 is without crop and 2 is with. Usually by def it should select mesh 2 in export settings, but if it didn't just select it.
@@MarisFreimanis In the end I used polycam and I got a better result. Thanks anyway for the tip
now how i can i make my meta human a playable character for my game? make a video please
There are plenty tutorials out there how to use any character as third person character. Since MH is rigged to UE skeleton, setup is really easy.
Any idea what causes the subtle normals seam visibility in UE where the neck meets the body? Had face normals option on when exporting.
1:09:35 check this, this usually solves most issues. If not then need to experiment with normal.
Hey thank you for this course! I want to ask you about an issue I'm having, I modify en blender de conformed mesh and when I send it to metahuman, it says that the head is 0.5x than the original metahuman. Is there a configuration in blender that i have to take in count to put in scale? o when I'm importing? Thank you so much for your time
@@lolabloom9443 hey, you can ignore that error. I’m getting it too and haven’t noticed that it gives any issues in Metahuman creator
@@lolabloom9443 are you using medium normal weight female?
@@MarisFreimanis Thank you so much for your reply, the problem with fbx was that i was using a 32bit version. I install the 64 bit and everything did work
shape keys not converting? UE5.5
From UE5.5 to Blender or from Blender to UE?
I jsut run 5.5 MH and everything is fine. Make sure you use Cinematic version, High,Medium,Low dont have shape keys.
Is this the only way to do it? There must be an easier way. It's a very complicated and difficult way.
@@SeyyahRessam it’s not only way, but this very beginner friendly and besides substance painter it’s free. There are workflows that uses paid plugins but you still need to do ton of your work so they don’t necessarily save any time, just give other customization options, but again it comes with a price. For heavy face customization (like my cat) I use metapipe but it’s $200 plugin that requires Maya and advanced understanding how Metahumans actually work.
why didnt you use reality capture, it is packaged with Unreal
Reality Capture can get better results that Zaphyre, but it requires some extra tweaking to get really nice results. As this is really intended to help even complete beginners, I think Zaphyre is just easier. All you need to do is press next, next. And importing OBJ and 1 texture in UE is nota big deal.
I am planning to make a video for RC too.
@@MarisFreimanis ahhh ok, I was curious. Thanks for the answer!
I am unable to find metahuman identity button due to "FAB"
someone please guide me find it
I'm not sure what exactly you are missing? MH identity is part of Metahuman Plugin that you can find on Fab.
Metahumans still live inside Quixel Bridge, they are not moved to Fab yet.
@MarisFreimanis import morph target option is not available in my skeletal mesh
That's very weird. You download MH from Bridge? What version are you using? Did you try to restart project and open again?
@@MarisFreimanis i am downloading MH from Bridge and i am using UE 5.4 . I restarted the project but import from mesh option is not there
@@BadHuntthen join my discord. Write there and I will help you
Hey, I'm facing the same issues, did you manage to fix it?
Nevermind, restarting UE worked for me!
24:40
Mam thank you, but it's a really painfull process
I think 80% is one time setup. Once it's set up, then you can re use most of it as a template for other metahumans.
Your background is scary
Whistler's Mother? 😂
@@MarisFreimanis Yup.
That's the reason lighting is key in non horror games/movies 😅
"Zeh-fur"
Hi, I heard MetaTransfer is really good for custom metahumans. you can do aliens and custom bodies. can you make a vid on it please!
Hi! Will check it out for next year!