Yes, could you teach me how to blend materials? The MetaHuman material seems very complex. I’m wondering if you use MetaHuman materials for blending. I know how to use keywords or hints to search on Google
Looks amazing! After sculpting, did you pull that head through mesh-to-metahuman again? Or could you just replace it in the existing metahuman BP? Because I'm thinking if you add more resolution with your sculpt, would that not upset the face rig? Anyway, curious to hear what the workflow was here and great job!
Impressive and jaw-dropping. Well done, Jon!
Thanks, Liviu!
Incredible! The transformation has so much detail!
Thanks bro!
nailing it again and again...
OMG!! That was impressive!!!
Awesome !!! 👍
Cool idea. Based on the title, I'm curious if there is anything unique to 5.5 that you used in this?
Just the Audio to face and testing for MeshMorpher to 5.5 update
@@JonCG Audio to face is pretty significant. Was all the emotion generated from the audio or did you add some of it?
It doesn’t make sense that a (good) product like this is available on subscription only, and the full product is literally more expensive than Maya.
👍👍👍👍👍👍👍
I've seen you use metapipe in the past, is this just using the 5.5 character creator with meshmorpher? Looks awesome!
character creator? No just a subdivided Meta-Human
Look so amazing!😀 I have one question. How did you change material from human to monster?
by blending materials
Yes, could you teach me how to blend materials? The MetaHuman material seems very complex. I’m wondering if you use MetaHuman materials for blending. I know how to use keywords or hints to search on Google
Looks amazing! After sculpting, did you pull that head through mesh-to-metahuman again? Or could you just replace it in the existing metahuman BP? Because I'm thinking if you add more resolution with your sculpt, would that not upset the face rig? Anyway, curious to hear what the workflow was here and great job!
@@samgielen its the same approach on my previous tutorial
@@JonCGthat’s an absolutely insane workflow. Cool. Will try it out when I get the time to get Mesh Morpher.
With this approach, do you preserve MH original base topology?
Yes
@@JonCG When you show the wireframes, the mash seams to have more subdivisions and irregular patches, unlike a common MH.
Bro how did you add such depth expression and lip sync and transformation, we need a complete tutorial, and how do you create the audio as well?
Yeah I will make it soon its a little bit complicated to explain haha
@@JonCG okay take ur time, thank you
Looks Awesome!! How many times did you subdivide the MH mesh? 2 or 3 times?
3 times haha
@@JonCG still running smoothly by the way it looks:)
Quick question you cant use dynamesh right? i mean you are restricted by the original geometry
no you can't use dynamesh.