Custom Metahuman (New Method 2024 full process with description)

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  • Опубликовано: 16 янв 2024
  • Here my Metahuman customization process on Unreal Engine 2024 in this timelapse! I compare the traditional method with the new approach using the conformed mesh, made possible by the 'Mesh to Metahuman 3.00' plugin.
    The new method using the conformed mesh allows for a more faithful likeness from the input sculpture. This is because the conformed mesh is created in quad polygons instead of triangles. Thanks to the powerful Mesh Morpher plugin, we can create custom blendshapes and further refine our mesh for an improved likeness.
    Find useful links for further details in the description, and for additional information, send me an email. Watch each step of my accelerated work, and if you have any questions or feedback, feel free to contact me directly via email.
    Useful Links:
    3D Scan Store Base Mesh:
    www.3dscanstore.com/blog/Free...
    ‪@3dscanstore‬
    Mesh Morpher Plugin:
    www.meshmorpher.com/
    ‪@PugLifeStudio‬
    Groom 2abc exporter plugin by ‪@vectorwang9632‬
    liyouwang.gumroad.com/l/groom...
    MH Conformed Mesh Tips & Tricks:
    forums.unrealengine.com/t/met...

Комментарии • 42

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211  5 месяцев назад +1

    Watch the improved final model on arstation, video soon:
    www.artstation.com/artwork/Xg6nPa

  • @QuantayPeoples
    @QuantayPeoples 2 месяца назад +9

    This workflow is absolutely insane. I have no idea what you just did.

  • @ORTyOW
    @ORTyOW 5 месяцев назад +1

    wow, that's excellent pipeline! a master at work

  • @vectorwang9632
    @vectorwang9632 5 месяцев назад +6

    Really good! I am very happy to see my Groom2Abc Export plugin applied to your custom metahuman workflow. Thank you !

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  5 месяцев назад +1

      Yeah Best Buy 2023!!
      I forgot to mention you I’ll do for the next video!
      Your plugin is a life saver!

    • @vectorwang9632
      @vectorwang9632 5 месяцев назад

      lol, thank you @@elvismorellidigitalvisuala6211

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  5 месяцев назад

      I have added your plugin and link in the video description!
      Hope it will be helpful :)

    • @vectorwang9632
      @vectorwang9632 5 месяцев назад

      Thank you!@@elvismorellidigitalvisuala6211

  • @3dscanstore
    @3dscanstore 5 месяцев назад

    Awesome work!

  • @fanjames8185
    @fanjames8185 4 месяца назад

    Best tutorial ever!

  • @MotuDaaduBhai
    @MotuDaaduBhai 5 месяцев назад

    Awesome!

  • @nickkaverin
    @nickkaverin 18 часов назад

    Hey! First of all I would like to thank you for such a cool and helpful video!
    I have a question - why did you do the Zwrap head from the "3D scan store" on your head if you could use it right away with mesh to metahuman?
    And second question - when you got the Conformed Mesh, did you do a ZWrap of your original head on the Conformed Mesh?

  • @Kamil5335
    @Kamil5335 22 дня назад

    Nice work

  • @to-mi1949
    @to-mi1949 2 месяца назад

    Sent you an email, your work is fantastic!

  • @amirhasani6401
    @amirhasani6401 3 месяца назад +1

    It was fantastic. How did you get the hair and beard into the blender and back into unreal? Did you have any problems with the face rig?

  • @tienang6266
    @tienang6266 Месяц назад

    Pls can you tell me how to export mesh from Ue to obj and quard wire, i fllow you enter: mh.indensity.expormesh but format file is: Uasset.
    Thank you so much.

  • @samuelenslin1850
    @samuelenslin1850 5 месяцев назад

    Oh, another question:
    With that console variable, you only get the quad mesh for the face? Or can you also get the quadmesh for the body?
    Because if you´re adding subdivions for sculpting the tri mesh produces unwanted artefacts...

  • @mattwhitehead32
    @mattwhitehead32 4 месяца назад +1

    Please put text overlays somewhere that won't be obscured when pausing the video player. Some people gotta pause. You know what it says, so you think you left it up long enough. Odds are, you didn't so people gotta pause it to read it.

  • @user-bw5to7ck4u
    @user-bw5to7ck4u 4 месяца назад

    Awesome Video! how long does it take to create a character like this?

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  4 месяца назад

      Depend every project is different, i live this as artist, approach is more arristic than thechnical, more ore less a few days/weeks

  • @MisterRamsyChaineOfficielle
    @MisterRamsyChaineOfficielle 5 месяцев назад +1

    Hello, I just saw a video of you on youtube, and I admire a lot what you do. I wanted to know, if there could be a possibility that you make my 3D profile so that I can use it on software such as unreal engine, character creator, iclone etc. I will also animate it with the rokoko suit, I wanted to know how much it would cost for you to make my 3D profile please.

  • @sputnik.forevah
    @sputnik.forevah 3 месяца назад

    I would die for you

  • @user-yh3rk6no2s
    @user-yh3rk6no2s 5 месяцев назад

    I really want to know the texture mapping part

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  5 месяцев назад +2

      That's one of the longest part, basically is made blending real texture from store like vface or 3dscan and a lot of substance painter, the workflow is different for every MH so I don't feel good to record it cause is tricky.
      Blood flow maps, wrinkles map, there's 4 different maps.

    • @user-yh3rk6no2s
      @user-yh3rk6no2s 5 месяцев назад

      Yeah, I've been struggling with that lately😔@@elvismorellidigitalvisuala6211

    • @rcafilmproductions1640
      @rcafilmproductions1640 5 месяцев назад

      Hey man, we are all learning here. Your work on this is amazing and we would really would learn a lot from seeing your process with the textures. Please do a video on how you did that. please. I am willing to venmo you lol@@elvismorellidigitalvisuala6211

    • @user-yh3rk6no2s
      @user-yh3rk6no2s 2 месяца назад

      @@elvismorellidigitalvisuala6211

    • @user-yh3rk6no2s
      @user-yh3rk6no2s 2 месяца назад

      @@elvismorellidigitalvisuala6211 hi,bother again, I tried to implement this process in Unreal 5.1, but I couldn't upload the model I wrapped in Zwrap to MetaHumanIdentity because there was no Configure component🤔

  • @weblotus
    @weblotus 2 месяца назад

    Thanks. How about custom body?

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  2 месяца назад +1

      Basically the same in mersh morpher you can do it easy, the main problem is the head detached from the body, so it's a little bit tricky but possible.

    • @weblotus
      @weblotus 2 месяца назад

      @@elvismorellidigitalvisuala6211 Thanks

    • @benflightart
      @benflightart 6 дней назад

      ​@@elvismorellidigitalvisuala6211 thats actually specifically what I've been looking for, i want to know if someone found a solution for the detached head mesh because anytime you start sculpting on it its like you're working with separate pieces and you can't make it watertight without losing poly order and wrapping 2 separate meshes to line up perfectly is a bitch

  • @Eirex
    @Eirex 4 месяца назад

    Is this using the full or lite version of Mesh Morpher? $300/year for the full one is insane

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  4 месяца назад

      I use the full version, but I know the lite is updated, anyway u can use lite and upgrade for 1 month when u need it for 20 dollars.
      Nothing is free in the life, behind the MeshMorpher plugin there's a man who work 24/7 to improve it every day :)

    • @weblotus
      @weblotus 2 месяца назад

      @@elvismorellidigitalvisuala6211 Is Metapipe not better for it????

  • @nikitashalaev6156
    @nikitashalaev6156 7 дней назад

    Hi! Nice tutorial! But i have a problem with this pipeline. Could i ask you about it in messenger or email? Did you try this pipeline in Unreal engine 5.3?