absolutely ground breaking man im so blessed to have people like you research stuff like this for metahumans. keep it up. only way is up. great tone too. not like other youtubers who sound sleepy all the time
Thanks for your comment. When I recorded this long video i miss activating the new BS at run time in UE(AYAM Expert corrected me). I need to update the tutorial.
Thank you so much! I cant WAIT for part 2 I've gotten this far before...importing in back in UE was always where I tripped up, I cant wait to see that part. THANK YOU again !
@@noahstudio3717 Oh?! Well...I shall look straight away. Thank you again Noah! Do you have a patreon or a buymeacoffee account. I'd like to thank you for your work.
Where do you get the generic Metahuman face? (5:35) Your tutorials gave me a few good ideas on the subject, but it's difficult to follow and key features are not addressed or even mentioned.
Thank you so much for showing this whole process, but I have some problems and need some help. After replacing the original model with the MH model, the new generated UV texture will have the problem of dislocation at the eyeball, which is represented by the stretched and interpolated texture between the eyeball and the skin, so it will cause many fuzzy long triangles. Have you ever encountered such problems.
is there a detailed step by step version of this guide? i have no idea what half the softwares/ apps are. other then maya, unreal and meta human. and i have no idea how to do the metahuman section. i dont see any export or import options to impost an obj there ....
Hey, how do you export your metahuman mesh as quads? Mine exports in tri’s so when I get to the wrapping stage the compute button is greyed out because the metahuman mesh isn’t manifold
Sorry I didn't understand how to export the Metahuman header model into WRAP4D. I used the Unreal version to find the mesh directly in the blueprint and exported it with the LOD information. I exported the character as a triangle and didn't know how that would affect the final result. Thank you very much.
Incredible characters! im doing this procedure myself, but i always get some weird normal dark spots, usually around the lips and the nose. any idea? thanks!
great job brother. you just made a mistake you should add the blendsahpe target to the existing blendshape set and then in unreal keep the new morph target active at runtime. right now the face hasn't change at all you just replaced the texture
Yes you are right I should that. If you watch the beginning of the video's the shape is already changed but when i recorded this log tutorial I forgot it. I needed to update this video. Thanks for your correction.
Once this process of adding the additional blendshape with a custom head is done, in unreal you still might have artifacts in the eyes especially when live linking facial mocap, when they move they tend to slightly go out of the eyes sockets. Since some time I’m trying to figure a way to correct this with animation blueprints without success. If you could teach us a way I would be eternally grateful.
@@spezialis retopologizing the face is the most important part it's very tricky anyway metahuman provides you with corrective blendshapes for each motion you can easily change corrective blendshapes in maya but exporting them needs a script that I'm writing soon will be released
@@noahstudio3717 Another thing that could speed up your process when wrapping, is to handle the alignement of the head scan and the metahuman head directly in wrap3 using the Rigid Alignement node, www.russian3dscanner.com/docs/Wrap3/Nodes/RigidAlignment/RigidAlignment.html you do it before the Wrapping not only it handle the positioning of the head but also the scale.
check your scan mash is one geometry.(Import the head mash to Zbrush and split the geometry into similar pats . if there are unwanted spited geometries ,delete them.)
Yes I can but when using brush to correct some issue from the wrapping process the texture will be distorted so it is better re- projecting the texture on the the final mash.
honestly the best soft tutorial ive ever seen. short and straight to the point ! i love it
absolutely ground breaking man im so blessed to have people like you research stuff like this for metahumans. keep it up. only way is up. great tone too. not like other youtubers who sound sleepy all the time
Thanks for your comment. When I recorded this long video i miss activating the new BS at run time in UE(AYAM Expert corrected me). I need to update the tutorial.
Bro I be making RUclips videos in my sleep :D or when I should be asleep HAHA!!!!!!!!!!!!!!
This dude is everywhere 🤑
@JSFILMZ is the real deal 🤨
@@StyleMarshall seriously this freakin guy bro hes everywhere
You just broke the internet for me. Your english is just fine. Great work!
Absolutely incredible! Thank you so much for showing this whole process.
I am really happy to find fellow ethiopian unreal engine developer.
Holy smokes, how am I just seeing this? Great work!
Thank you so much! I cant WAIT for part 2 I've gotten this far before...importing in back in UE was always where I tripped up, I cant wait to see that part.
THANK YOU again !
Part2 and 3 already uploaded
@@noahstudio3717 Oh?! Well...I shall look straight away. Thank you again Noah!
Do you have a patreon or a buymeacoffee account. I'd like to thank you for your work.
@@thejetshowlive I have not setup yet. Thank you! Just subscribe for more contents.
@@noahstudio3717 Check your email please.
Where do you get the generic Metahuman face? (5:35)
Your tutorials gave me a few good ideas on the subject, but it's difficult to follow and key features are not addressed or even mentioned.
Thanks for all of your tips! I've just been getting into producing myself for my artists and mannnnn. It's like science lmao. Thanks a ton!
Just amazing tutorial showing the whole process. Thank you.
Thank you so much for showing this whole process, but I have some problems and need some help. After replacing the original model with the MH model, the new generated UV texture will have the problem of dislocation at the eyeball, which is represented by the stretched and interpolated texture between the eyeball and the skin, so it will cause many fuzzy long triangles. Have you ever encountered such problems.
is there a detailed step by step version of this guide? i have no idea what half the softwares/ apps are.
other then maya, unreal and meta human.
and i have no idea how to do the metahuman section. i dont see any export or import options to impost an obj there ....
Could you tell me how to disconnect the cable that is incorrectly operated in Wrap4D?
route, and connect it to my computer system, will it be as simple as creating one track and play a composition through it, recording it, then
witch is insightful. But u broke it down in simple man's terms. I can't wait to ss around with what you taught and see the different
Hey, how do you export your metahuman mesh as quads? Mine exports in tri’s so when I get to the wrapping stage the compute button is greyed out because the metahuman mesh isn’t manifold
make the part 2 pls...and fix the screen for next one....thank u
part 2& 3 are uploaded.
Brandony man pls i need to know how can I restore the snare and the hat in the channel rack, I accidentally deleted them.
Thank you very much for your incredible tutorial, and I've created my MetaWaifu finally!
You picked a really strange cam to make the video.
Make a distant one and add some zoom so it don't distort your face.
Great work . Well done .
Thank you 🙏🏻
Sorry I didn't understand how to export the Metahuman header model into WRAP4D. I used the Unreal version to find the mesh directly in the blueprint and exported it with the LOD information. I exported the character as a triangle and didn't know how that would affect the final result. Thank you very much.
Straight genius! I know of all these processes seperately, but not involving MetaHuman. Doper than dope!
Our agency would like to work with you . Please get in touch ! 🙏🙏
Outstanding! Can you make a CC3 fast version of this workflow. Would be great :)
I will try
@@noahstudio3717 I use Blender and UNITY, but your workflow could be a good starting point :)
Sir, you are my hero!!
Incredible characters! im doing this procedure myself, but i always get some weird normal dark spots, usually around the lips and the nose. any idea? thanks!
Check the texture in UE by adding color channels
great job brother. you just made a mistake you should add the blendsahpe target to the existing blendshape set and then in unreal keep the new morph target active at runtime. right now the face hasn't change at all you just replaced the texture
Yes you are right I should that. If you watch the beginning of the video's the shape is already changed but when i recorded this log tutorial I forgot it. I needed to update this video. Thanks for your correction.
Once this process of adding the additional blendshape with a custom head is done, in unreal you still might have artifacts in the eyes especially when live linking facial mocap, when they move they tend to slightly go out of the eyes sockets. Since some time I’m trying to figure a way to correct this with animation blueprints without success. If you could teach us a way I would be eternally grateful.
@@spezialis retopologizing the face is the most important part it's very tricky anyway metahuman provides you with corrective blendshapes for each motion you can easily change corrective blendshapes in maya but exporting them needs a script that I'm writing soon will be released
@@Metarig Awesome looking forward to see your script in action
@@noahstudio3717 Another thing that could speed up your process when wrapping, is to handle the alignement of the head scan and the metahuman head directly in wrap3 using the Rigid Alignement node, www.russian3dscanner.com/docs/Wrap3/Nodes/RigidAlignment/RigidAlignment.html you do it before the Wrapping not only it handle the positioning of the head but also the scale.
My "Compute" button is grayed out and the Wrapping node says "Floating Geometry Should Be Manifold" how do I fix it please help
check your scan mash is one geometry.(Import the head mash to Zbrush and split the geometry into similar pats . if there are unwanted spited geometries ,delete them.)
You could have exported the final scan to Wrap3D and transferred the texture after you wrapped your model in Wrap3D.
Yes I can but when using brush to correct some issue from the wrapping process the texture will be distorted so it is better re- projecting the texture on the the final mash.
Thanks for this tutorial. 👍
THIS IS VERY UNDERRATED!!! Subscription comment and like! Man, you just save my work! Thank you!!!!
you are amazing
Little did I know that my dumapp self creating drum softs by making a bunch of different soft rolls was far from the best way of doing
I Just Mod my 3D Face into many Games already
Are you available to do this for us ? I have 5 characters that would like to adapt Metahuman faces for ?
ashu43d@gmail.com
#virtualbeings
6million views WOW. tNice tutorials has to be the soft soft video with the most views ever ?
i cant understand a word you are saying man! smh please dont ever make another tutorial