How to texture a Metahuman head in Substance Painter
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- Опубликовано: 11 июн 2021
- If you ever wondered how to assign your own make-up to a metahuman character in Unreal Engine, or completely retexture the head of your beautiful character, this is for you. ;-)
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#UnrealEngine #Metahuman #Tutorial
You're a beast. Im a tattoo artist, and i was thinking about using metahumans to show my designs in short cinematics, this is exactly what i needed to add the design to the body of the metahuman, thanks a lot!
Ha, thats a really cool use case for the metahumans! Thanks for your comment and have fun with the texturing. :-)
can you share your work? Very interesting use case!
hell yeah, my youtube algorithm giving me that good shit
Exactly what I needed, explained quickly and clearly. Love it!
Thank you! Exactly what I was looking for re: applying emission textures. Subscribed :)
very well explained! i appreciate it
This is fantastic! The tutorial is informative, succinct, clear and just plain awesome. 5 star tutorial, consider me subscribed!
Thanks a lot mate! Really appreciate it! :-)
Agreed and I am doing the same. Subscribed!
Awesome guide!
I was wondering about this workflow, thanks for confirming and doing a break down. new sub :)
Thank you! :-)
Amazing thanks a ton!!!
Very helpful stuff 😍 thanks bro
Dope. I can finally make use of my substance painter.
Wow! Extremely helpful!
Thanks a lot buddy! Appreciate it! :-))))
thank you very much I've been looking for this.
You are welcome! 😉 Check out this 3-part updated tutorial for texturing head+body as well:ruclips.net/video/WJgK09GL40Y/видео.html
The BEST tutorial on RUclips Bro ❤️🥰
Thanks a lot man, appreciate it!! 🤙😊
maaaaaan, this is absolutely Great
Hahaha thanks man! 😉👍
thank you so much sir
This is by far The best tutorial I've seen so far...But I would really like to know more about specific emissive parts of an object and how to achieve it...If u can make a separate video for that it will be highly appreciated...
Thanks man, appreciate it. What would you like to know about emission? Where to plug the emission texture in Unreal? You have the option to export an emission texture map in Substance Painter. It's a b/w texture, which you then just plug into the emission slot of the material in Unreal engine.
Excellent content and explanation 👍🏼
Thank you! 🤙😊
THIS IS INSANE ! 😃
Thanks!! 😊😊
nicee thaaanks man!!
You are welcome! ;-)
Thanks for this!
You’re welcome! 😉👍
Thank you
You are welcome. :-)
Wow
Fantastic tutorial sir! I have a question though, why did you use the PBR metallic roughness preset instead of the Unreal one when you exported the textures?
Thank you very much! 😊 generally, I don’t much care about the export settings in SP. You can always configure textures in UE how you want them to be. But you are right, it’s good to use presets. I’ll look into it. 👍😊
Thank you so much for this! Can the same process be applied to other body parts of the metahuman? For instance torso and legs?
Hey, thanks. :-) Sure, it would be the same procedure for the body.
@@realtimegraphx awesome will give it a try! Danke dir :)
WOW! Could you make tutorial how to change texture of clothes in Substance Painter, please
You mean metahuman clothes? It should be the same procedure. Just export the mesh and base color + normal map and then import it in SP... I haven't tried it yet because I usually replace the metahuman body with my own skeletal meshes.
Found this really helpful but i need to know if there's a way to do this in real time (the texture editing)
Thanks! I don't quite understand what you need to do in real time. You probably can change textures via a blueprint or something - I haven't looked into it yet. But you need the textures beforehand. Or do you mean something else?
Is there necessity to edit rest of AnimTexures or just base one? Great tut!
The other anim textures are used to show minimal changes in the redness of the face when the character squints eyes, screams, etc. I don’t think it’s necessary to use them. Especially if the textures like face paint, scars, tattoos etc cover large areas of the face anyway. So one texture is enough for 98% of use cases. But it’s your choice. 😉
very helpful. i run the /uhr24 channel on youtube and have almost zero knowledge about texture maps.
Danke! 😊 Ja Texturen, shader, materials usw scheinen erstmal kompliziert, ist aber im Grunde ganz einfach. 😊
make a video on changing cloths as well!
There is a really good tutorial by Ddubb I would recommend. Thats the method I use in my projects as well. You can find it here: ruclips.net/video/_oCS4wYGsV0/видео.html
@@realtimegraphx thanks its a nice and quick way to change cloths for sure
great tutorial, any idea why im getting a loading failed error on substance painter?
Thanks! I'm not sure why you get an error. Did you resolve the problem in the meantime? Maybe try different export options in UE.
thank you man But do all these features exist in Quixel Mixer?
I havent worked with Mixer for a long time. But I think it is quite capable of a lot. Its free, just give it a try....
Exactly what I was looking for...now all I need is to learn substance painter lol
Cool! :-) Substance Painter is not hard to learn. Quixel Mixer is a free alternative btw, in case you haven't tried it already..
@@realtimegraphx Aww thank you so much for writing back! Can you actually do this in Mixer with the Metahumans????
@@FeedingWolves I haven't tried the Mixer workflow yet tbh. But, since all you need is the exported FBX and the two textures, I don't see why it shouldn't work. A nice tutorial idea for you. ;-)
@@realtimegraphx I mean, now that you planted the idea....lol I will give it a shot;)
can you help how to make the acnes brush in substance
If you want to use your own textures, just import a b/w texture file and use it as an alpha.
Hi Thx so much for the great tutorial ! Only issue is that when i open my metahuman FBX in substance, i get a very weird messed up mesh, no matter which settings i use (yours or trying other ones) and whihc FBX version i use..... Do you have any clud on why i have this issue ? Thx so much in advance best wishes
When you export the head from UE, make sure to uncheck everything, especially the LODs.
@@realtimegraphx Thank you so much for coming back to me so quickly man :) It is wayyyy better ! thank you keep up the good work !! We beginners need people like you =)
god damn good video mate but i got one problem. I wanted to make cyberpunk-like metahuman so i made her those fancy implants on face but they need high map to look realistic and in substance it is all ok but when i export it to unreal and swap the base colour and normal map the implants that has high map are just flat. Any idea why?
Thanks! If you use the UE export preset in Substance, make sure to use the DirectX normal map in UE. It should have all the height information.
@@realtimegraphx Yeah, ue uses my normal maps as directX and when i look at them, they have all the modifications i made but even if it s on normal map it just doesnt show on my character ;/
You can do the same for the body? I need a back tattoo that takes a bit of the neck.
Yeah sure, it would be the same procedure for the body. Just export the body mesh and its textures. The rest is exactly the same.
@@realtimegraphx Thank you a lot for the video and response, I followed the steps one by one because im totally noob, I'll try it. Thanks!
I am in exactly the same situation. I have created a tattoo in substance that goes from the neck to the wrist. At the transition of the two mesh I have a fade at the material in unreal, how could I work around this so that the tattoo does not look washed out at the transition?
hey ! thanks a lot for the tutorial , i only get a little problemes , when i take a step back my new base disappears and the old comeback , and my eyebrows and eyelashes are not here with the new texture but if i go back further its here again with the old texture , someone know how to deal with ? thanks and have a good day
You can force LOD0 in the LODSync component of the character blueprint.
@@realtimegraphx I've been trying for 1 hour and a half but I can't find it, I think these settings are too advanced for my level lol
@@swek_c137 docs.metahuman.unrealengine.com/en-US/metahumans-unreal-engine/level-of-detail-lod/
ruclips.net/video/wwaaRG6FCO8/видео.html
It literally took me 5 seconds to find this on Google. Lol. ;-)
I have a question! What about doing the same thing but on the metahuman body?
Check out my other videos on the channel.
could you share the base character for us to work wih?
Hey man, the character is a metahuman. It’s free for everyone. You can create your own character with a few clicks and export it to Unreal Engine. That’s where I start my tutorial. 😉
@@realtimegraphx whole shit I had no idea metahuman was free thanks for your help. Do you have to have unreal engine for it to work?
@@aayushkapoor9554 No problem! 😊 yes it only works with unreal engine.
When exporting this way using UE5.1, the UVW's are destroyed. Any other export options?
I assume they will fix that. Why not just use UE5.0 and then copy your MH folder to your 5.1 project? Another thing that usually fixes things is to run the exported FBX through the Autodesk FBX converter (its free).
how did you change the body?
I have a tutorial on full head+body texturing process.
What about Roughness? It doesn't export. How do I get it?
I usually create my own roughness maps and then combine them with the roughness input in Unreal with a Lerp node.
hi how can i contact you because i am unable to texture metahuman body except head. Please help me.
yes please
Hey man, you can write me at info@realtimegraphx.com
@@realtimegraphx unable to open website i have contacted you on instagram pls reply.
Facing an ISSUE: The base color is BLUE, but the Metahuman color is getting GREEN...
Please help
Hey man, I am not sure what the issue is here. Have you found a solution?
@@realtimegraphx If color is not loading correctly in UE, then the problem lies in the BaseColor (which must have turned to Normal map).
To fix this, open the Base color -> Compression -> Compression Settings -> Change to Dafault -> Save
@@rashmiRanjan20246 Ah, I see. Thanks for the clarification!
Music?
What do you mean?
@@realtimegraphx The track that plays in the background, in the description I saw the name, but I understand nothing
@@3Dsenior Oh. :-) It's a song by Daniel Labate. I got it from Soundstripe: app.soundstripe.com/songs/13194
@@realtimegraphx ty
Did not include roughness which is critically important.
@@IAmTheCrusnik Check out my video on removing underwear and you’ll see why the roughness map is not an issue. 👍
@@realtimegraphx The head doesn't contain underwear and does, in fact, rely on its roughness map like any other model.
Hey there,
I can create 52 blendshapes on a custom character, like the ones on the metahuman. Hit me up if you need any.
Hey, thanks a lot, good to know! I will keep that in mind! :-)
@@realtimegraphx That person spams the same comment on every metahuman video like a clown. Great video though, very concise and to the point! I've been looking for something like this since mh came out
@@jonark2869 Thanks a lot! 👍😊 I try to make them short. Nobody has time to waste. 😉 glad you liked it.
hell yeah, my youtube algorithm giving me that good shit
;-) Glad that you found it useful. :-)