Custom Metahuman (New Method 2024 full process with description)

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  • Опубликовано: 5 фев 2025
  • 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.3dscanstor...
    ‪@3dscanstore‬
    Mesh Morpher Plugin:
    www.meshmorphe...
    ‪@PugLifeStudio‬
    Groom 2abc exporter plugin by ‪@vectorwang9632‬
    liyouwang.gumr...
    MH Conformed Mesh Tips & Tricks:
    forums.unreale...

Комментарии • 50

  • @elvismorellidigitalvisuala6211
    @elvismorellidigitalvisuala6211  Год назад +1

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

  • @QuantayPeoples
    @QuantayPeoples 9 месяцев назад +17

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

  • @vectorwang9632
    @vectorwang9632 Год назад +12

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

  • @ORTyOW
    @ORTyOW Год назад +2

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

  • @mattwhitehead32
    @mattwhitehead32 11 месяцев назад +5

    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.

  • @funnyfoggo
    @funnyfoggo 2 месяца назад

    Wow insance workflow. Just discovered it almost after a year. Can you make comprehensive tutorial on grooming? Or suggest me any videos which are currently free? I am in badly need of it! Thanks!

  • @3dscanstore
    @3dscanstore Год назад

    Awesome work!

  • @fanjames8185
    @fanjames8185 11 месяцев назад

    Best tutorial ever!

  • @HR-zg9ci
    @HR-zg9ci 6 месяцев назад

    This was epic sir! I found a video of yours about the conformed mesh process which helps a lot! Could you make another one which focus on the grooming part and how to crest something unique? This was just to fast in this video 😅 thanks a lot! ❤

  • @to-mi1949
    @to-mi1949 9 месяцев назад

    Sent you an email, your work is fantastic!

  • @MisterRamsyChaineOfficielle
    @MisterRamsyChaineOfficielle Год 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.

  • @amirhasani6401
    @amirhasani6401 10 месяцев 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?

  • @Kamil5335
    @Kamil5335 7 месяцев назад

    Nice work

  • @nickkaverin
    @nickkaverin 7 месяцев 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?

  • @MotuDaaduBhai
    @MotuDaaduBhai Год назад

    Awesome!

  • @cptairwolf
    @cptairwolf 22 дня назад

    Do you think you'd be able to follow this procedure to create the original pilots of the Airwolf helicopter? If so I'd like to discuss that project with you (I'd be willing to pay!)

  • @asy42699
    @asy42699 4 месяца назад

    is there a way to export hair (eye brows) from unreal to blender

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  4 месяца назад +1

      @@asy42699 groom exporter Plugin in the marketplace, unfortunately is really expensive I have buyed time ago at 9 usd later the guy raise the price like 100 😔
      Take a look sometimes price change

  • @林诗敏-f7e
    @林诗敏-f7e 11 месяцев назад

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

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  11 месяцев назад

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

  • @weblotus
    @weblotus 9 месяцев назад

    Thanks. How about custom body?

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  9 месяцев 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 9 месяцев назад

      @@elvismorellidigitalvisuala6211 Thanks

    • @benflightart
      @benflightart 7 месяцев 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

  • @TienZZZ-666
    @TienZZZ-666 8 месяцев 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 Год 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...

  • @Eirex
    @Eirex 11 месяцев назад

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

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  11 месяцев назад +1

      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 9 месяцев назад

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

  • @penguin-i9f
    @penguin-i9f Год назад

    I really want to know the texture mapping part

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211  Год назад +3

      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.

    • @penguin-i9f
      @penguin-i9f Год назад

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

    • @Ronin2079
      @Ronin2079 Год 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

    • @penguin-i9f
      @penguin-i9f 9 месяцев назад

      @@elvismorellidigitalvisuala6211

    • @penguin-i9f
      @penguin-i9f 9 месяцев 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🤔

  • @sputnik.forevah
    @sputnik.forevah 10 месяцев назад

    I would die for you

  • @pascalkienast711
    @pascalkienast711 4 месяца назад

    way to fast bro....

  • @nikitashalaev6156
    @nikitashalaev6156 7 месяцев 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?