@@jeronimocollares320 For other subjects the base is given through primary and secondary school... for 3D art you're starting out in university which is the problem
Dear J, apologies if you know this already, but the reason the skin looks glossy and you had to correct the roughness is because when importing a texture with combined AO, Roughness and Metallic, (or any other greyscale texture used as a mask) you need to double click it (to open it) and change the compression type to "Masks" otherwise it is interpreted as sRGB values. I hope it helps.
What a joy to watch a master generalist explaining / showing his specialized craft in a way that makes it look easy and understandable. Its still complex and far from easy. But there is so much amazing knowledge in this video for anyone that is working in a real or virtual movie set. Pretty impressive.🤘🏻
Apart from all the generously shared knowledge J, I want to say that the way you keep it lose and fun and well edited is just an example of how we should all be doing our videos. Anyway - I really hope you have someone editing those for you, otherwise you;d make us look even worse. :D
I started last night for the first time working in unreal. Quite a learning curve, but your video has made it so much easier understanding the setup for textures especially skin! Thanks J
Unreal looked always so complicated for me, with graph materials and nodes, but you just made it so easy to handle... Thanks to you, i took the step up and enjoyed it ! Still so much to improve on my workflow but so excited that you share so much knowledge. It's the gift of masters to show difficult things looks easy :)
@@artofjhill Yeah you were able to do the same with the linking bump map and other textures for SS and all that good stuff just like the way its done there with the boxes and the linking and the lines and stuff not much had changed since so its nice to be able to be able to almost jump right in and know half of what u are doing for an OG like me
Thanks for this video! Especially for talking about how to implement a cavity map, I was attempting that exact thing last week but couldn't work out how to pipe it in it correctly.
You're a life saver Jay, thanks so much for this. I've been avoiding getting into unreal with my personal art because digging around on the internet for info is so annoying. Getting it all here in one place is exactly what I needed. One thing I figured out which I'm not sure if you did was you need to always check your texture import settings. My roughness map wasn't working properly for instance and maybe the mip mapping makes stuff lower res? So its important to turn off srgb on black white textures and turn mipping off. Anyway, this helped so much, and the hair looks so good (especially compared to marmoset) it blows my mind. Cheers!
Hey J! thanks for this aweseom video! just a small tip for the textures make sure you set all you packed textures(Specular, Roughness, Metallic, every grayscaled image..) to sRGB off. then you got a linear gradient curve. This way you can tune you textures in SP and in unreal the roughness will look like you would expect it, and you don't need re-adjusted the values to much onle the fine-tuning..
Thank you so much J hill. I was waiting for this process. Unreal Engine is so difficult. But you tell it all. This video has a really high level of value. I really respect you !
what was the reason to use combined texture in RGB when we can just export them out as normal and base.... then put them into respective mettalic/roughness and AO 21:39
don't have to do it. Done in productions because you can back 3 or 4 black and white textures into a single rgb texture. it's more efficient and less files to manage too.
Thanks for the great tutorial, useful information and nice editing. unlike many other tutorials, yours are so fun to watch and packed with great tips and info.
Hey its really informative. i am making a cat so i need a fur shader for unreal engine. Do you have a fur shader tutorial or any downloadable material suggestion?
Hi, I can't seem to find the download link for the model and its textures, is it available for downloading on patreon or somewhere? Would be of great help! And thx for the fantastic tutorial!
yeah, neither do i. i have the updated metahuman demo and it does not have irisBaseColor parameter to change. it must be in one of the RGB channels of the iris masks, but still does not have a clear color to change. would you happen to know how to change the eye color without that specific parameter?
J. do you have any tips to do make ups like yours? I've been googling it for a while, but I have found nothing. By the way, amazing video and content as always!
When u render this out i want to do few things 1) i dont want any objects in the behind or the floor to be rendered, 2) i want to add a green screen background (yours is currently black) so i can key it later.. Thanks in advance
J, how were you able to import the eye as quads into Maya? Did you do some manual work? Yours also seems to have a higher face count. I know this came out a little while ago but perhaps you can give a little more detail on this?
This demo is there unedited and I have another video discussing the bake process a bit. Also documentation on that is good. I'm sure you can figure it out. it's super useful
Hi J,Hope You Doing great? Since i live in sri lanka(asian country) i cannot buy your exclusive videos..that option not showing in youtube,is there any way to purchase?
Does someone find the Base color for eye into M_Eye_Refractive? I have no this line. So i couldn't change eye color( Thanks for the great tutorial! Lots of important steps
They changed the eye material shortly after I made this. either get the older project or change the color back to a texture parameter in the materials graph. gl!
Hello J, your tutorials are the best, I have learned so much, I have a question, If you are making a low resolution character for games, Is there a way to put a displacement map like maya to see the details? Thank you so much
Not as of now. Maybe in the future but it wouldn’t be practical for games because the way displacement maps work is by subdividing to high resolutions and actually displacing the vertices. Nanite doesn’t work on animatable meshes (characters) for now but that would do it if that were to come online in unreal.
Bro If you have time, I have a few questions I want to start learning how to make 3D animation for movies I wanted to ask you about the steps of making a character from the first step to the last step Should I make a model first or the model's anatomy skeleton?
On export, my renders always come out washed out/desaturated. Also, I have to manually compensate some exposure settings on the camera as the exposure doesn't match the viewport on render. Is there a way to make sure the renders are a bit closer to the viewport? Particularly colors?
Hmm they should be. Sounds like the color space transform is turned off but idk why that would be, you have to edit that in the MRQ settings. Use png too. Other than that, I’m not sure. U can try our discord
This tutorial, much like the others in your amazing catalogue, is simply fantastic and insightful. I always walk away with knowledge that puts me two steps forward. I do have a question however about rendering groom, as I have hit a major roadblock that's been stumping me for a while now. I have a groom asset that is bound to a geometry cache, and whenever the geometry cache plays, the groom appears very noisy and jittery. When the groom sits still it looks perfectly fine, but once it starts moving, the issue rears its ugly head once more. I am using a metahuman shader on the groom, so I don't believe that to be my issue. Is there some fundamental attribute that I may be neglecting in regards to my asset? I must admit, I am quite the novice when it comes to groom, so superficial elements may be going over my head. Thank you so much for the professional tutorials, you have been an indispensable asset in my and many others unreal/CG journeys!
J you're my unofficial instructor for my graduation project, you helped me 10 times more than uni ever did
that's sad but thank you. Happy to help
Uni give to you the base, nothing more or less and you ll need this base to grow up in time...
@@jeronimocollares320 For other subjects the base is given through primary and secondary school... for 3D art you're starting out in university which is the problem
I agree with you(I’m in korea, korean student)
bro roasted his university using 3d language 🤣🤣
Dear J, apologies if you know this already, but the reason the skin looks glossy and you had to correct the roughness is because when importing a texture with combined AO, Roughness and Metallic, (or any other greyscale texture used as a mask) you need to double click it (to open it) and change the compression type to "Masks" otherwise it is interpreted as sRGB values. I hope it helps.
yup 100% srgb was still on. thanks
@@artofjhill Thank you for sharing your workflow, it's very useful!
Dude you are such a brilliant communicator - this is easily some of the best 3D tuition anywhere on youtube
I appreciate that thank you 🙏
What a joy to watch a master generalist explaining / showing his specialized craft in a way that makes it look easy and understandable. Its still complex and far from easy. But there is so much amazing knowledge in this video for anyone that is working in a real or virtual movie set. Pretty impressive.🤘🏻
Glad you like the video and thanks for the comment
As someone who has been stuck in Unity for years i'm so hyped to watch this!
THAT PHOTOSHOP TIP !!! OMFG !!! I’ve watched this 30x now and just realizing that
ありがとうございます!
Apart from all the generously shared knowledge J, I want to say that the way you keep it lose and fun and well edited is just an example of how we should all be doing our videos. Anyway - I really hope you have someone editing those for you, otherwise you;d make us look even worse. :D
I started last night for the first time working in unreal. Quite a learning curve, but your video has made it so much easier understanding the setup for textures especially skin! Thanks J
Hell yea happy to hear that. Have fun!
Thank so much to share your skill!!!
You got it. I hope it helps! Have fun
J, Your tutorials are best around the internet.
Thanks a lot for your help!
🙏 Glad you think so and that you found them helpful. Gl on your projects
Easiest subscribe I ever had to click on RUclips. Been binging your videos. THANK YOU for all these amazing tutorials.
Thank you! 🙏
Exactly what I was looking for! Thanks much J Hill, appreciate!
I hope it helps!
Unreal looked always so complicated for me, with graph materials and nodes, but you just made it so easy to handle... Thanks to you, i took the step up and enjoyed it ! Still so much to improve on my workflow but so excited that you share so much knowledge.
It's the gift of masters to show difficult things looks easy :)
Glad I could help! Happy to hear you’re having fun with it :)
Thank you so much for you videos J ! You're a real blessing for people learning to create high quality characters !
🙏
I couldn't even find a course about UE skin shaders. Now I have basic knowledge for free! Thank you so much!
Happy to help!
Technical aspects aside, faces you design are beautiful.
Thank you 🙏
I remember doing much of these same technics in Poser 4 back in 2001. The memories.
I don’t know about these techniques but poser was cool
@@artofjhill Yeah you were able to do the same with the linking bump map and other textures for SS and all that good stuff just like the way its done there with the boxes and the linking and the lines and stuff not much had changed since so its nice to be able to be able to almost jump right in and know half of what u are doing for an OG like me
I requested this one before. thank you so much for the feedback!
I hope it helps!
Enabling Movie Render Queue
To enable Movie Render Queue, open the Plugins window, locate the Movie Render Queue plugin, and enable it.
all newer version of the Engine have it on by default now because of course it should be. thanks for sharing the tip!
this is such a great tut, thanks for taking the time to make this
You got it. I hope it helps you
Gotta be one of the most easy to take in tutorials I’ve ever seen. Well done man, really appreciate your videos. Cheers 🍻
really appreciate that! Thank you. Cheers
You are one of my Favourite 3D Artist love your Content Bro
Thank you 🙏
thanks for the info. my fav part is 1:23. so cool
Thanks for this video! Especially for talking about how to implement a cavity map, I was attempting that exact thing last week but couldn't work out how to pipe it in it correctly.
Glad it helped
Thank you J for reuploading
you got it. Thanks for checking it out again and for the long time sub
You're a life saver Jay, thanks so much for this. I've been avoiding getting into unreal with my personal art because digging around on the internet for info is so annoying. Getting it all here in one place is exactly what I needed. One thing I figured out which I'm not sure if you did was you need to always check your texture import settings. My roughness map wasn't working properly for instance and maybe the mip mapping makes stuff lower res? So its important to turn off srgb on black white textures and turn mipping off. Anyway, this helped so much, and the hair looks so good (especially compared to marmoset) it blows my mind. Cheers!
Thank you man, I'm glad it helped and yea the hair is amazing
21:02 can you elaborate on what you meant here? Are you supposed to make skin colors in unreal and not substance painter?
TNice tutorials was an amazing tutorial. You are a great teacher
Thank you, cheers
Hi J! Thank you so much for all those great videos. You've been a source of inspiration for me and my work!
Thank you, I’m happy to hear that
Finally a guide on how to do this!!
Hey J! thanks for this aweseom video! just a small tip for the textures make sure you set all you packed textures(Specular, Roughness, Metallic, every grayscaled image..) to sRGB off. then you got a linear gradient curve. This way you can tune you textures in SP and in unreal the roughness will look like you would expect it, and you don't need re-adjusted the values to much onle the fine-tuning..
Thank you, great tip
Yess, exactly what I needed! Thanks for great content man
Happy to hear it, I hope it helps
Fantastic work and tutorial! Do you have a lesson on the rigging and animating workflow?
I do not! that would be cool. thanks
@@artofjhill You are a great teacher, would be great to continue learning from you.
Great video! Long time unity user here. I'm ready to switch over to UE5 and this helped me get my bearings.
Happy to hear that. Have fun
Thank you J That's great tutorial help me a lot
Glad to hear it!
insane tutorial. Thank you so much
You got it
Thank you so much J hill. I was waiting for this process. Unreal Engine is so difficult. But you tell it all. This video has a really high level of value. I really respect you !
Thank you 🙏 I hope it helps
Wouldn't mind seeing your technique for snatching metahuman eyeballs
what was the reason to use combined texture in RGB when we can just export them out as normal and base.... then put them into respective mettalic/roughness and AO 21:39
don't have to do it. Done in productions because you can back 3 or 4 black and white textures into a single rgb texture. it's more efficient and less files to manage too.
Hello, i love your videos. what is the scalability used in this work? thank you
ur literally my idol dude!! so helpful and motivating!! thank you so much
thank you dude, glad you're liking it
great job man! love it as usual!
Thanks bro 🙏
Very very nice. Thank you for sharing this for free.
You got it. I hope it helps
thank you I have no clue without this video!!!!thank you
thank you so much, your videos are helpful as usual
Hi J! Thanks for all the great tutorial.
you're welcome. Thanks for watching
Really great one! I always appreciate your videos, sets new ideas free AND always with a cinematic approach, as well as William Faucher does, too !
Thanks you. He’s the man
Love your work just started following! Keep up the great job you’re so talented and pleasant to listen to
Thank you, appreciate that and thanks for watching
This is super helpful🔥 Thanks J!
Thanks man, glad you like it!
Holy crap your good 🤩 Awesome!
Coolest dude on yt! Always happy to see a video pop up in my subscription box. Thanks for the insights!
Thank you for the support man!
Thanks for the great tutorial, useful information and nice editing. unlike many other tutorials, yours are so fun to watch and packed with great tips and info.
Legend. Thanks J!
🙏
1:24 and then you and then you can
Great videos, it would be awesome if you do a video for the movie render queue
Good idea. Will do that sometime
Thanks man for your work
You got it
Hey J. Could you make a video talk about your set up?
Yea I’ll get around to it hopefully soon
Wow really interesting video 😁
Thanks
So amazing
Thanks man
For sure. Hope it helps!
Hey ! Thanks for this incredible tutorial, I have a tiny question.. for an animated fbx, is it the same process ?
You’d want to attach the groom to the skeleton via a groom bind
So good 😍
Where can I get the micronormals / skin kit again?
jhill.store
Hey its really informative.
i am making a cat so i need a fur shader for unreal engine.
Do you have a fur shader tutorial or any downloadable material suggestion?
Hi, I can't seem to find the download link for the model and its textures, is it available for downloading on patreon or somewhere? Would be of great help! And thx for the fantastic tutorial!
Epic! I'm just blow away by all the relevant content that been share in this video, thanks !
Happy to hear that, cheers
amazing man
I don't have IrisBaseColor 🤷♂
yeah, neither do i. i have the updated metahuman demo and it does not have irisBaseColor parameter to change. it must be in one of the RGB channels of the iris masks, but still does not have a clear color to change. would you happen to know how to change the eye color without that specific parameter?
@@the_int An easy way is to replace the MF_IrisGenerator function with your own texture
Thank you very much bro 🙏
Excellent videos!
🙏
any hints on how to get the Meta Human eyes mesh into Maya? Thanks in advance!
Quixel bridge and export the meta human to Maya
@@artofjhill Thank you so much!
Please make how to attach metahuman rig to this custom character
J. do you have any tips to do make ups like yours? I've been googling it for a while, but I have found nothing. By the way, amazing video and content as always!
When u render this out i want to do few things 1) i dont want any objects in the behind or the floor to be rendered, 2) i want to add a green screen background (yours is currently black) so i can key it later.. Thanks in advance
you could just add a mesh that's green behind or use EXR in the MRQ with transparency
Great tutorial, bro, I really liked your glasses, what model are they?
Got it at Warby Parker
@@artofjhill thanks bro
How do I do this with a white background
J, how were you able to import the eye as quads into Maya? Did you do some manual work? Yours also seems to have a higher face count. I know this came out a little while ago but perhaps you can give a little more detail on this?
Can you do another zbrush fiber mesh tutorial? Would really help since there’s scarce tutorials on it
I would like to make a skin shader but I can't find anything on youtube, yet on Blender there is everything you need, no one uses the ue5 skin shader?
Tanks a lot for your perfect content👍🙌
You’re welcome. I hope it helps
can you specivcally go through the export emplate? plz :)
my BC comes black....
Fantastic, thank u so much.
You got it. I hope it helps
How to set the export template in Adobe Subsatance 3D? Is it available on member channels?
This demo is there unedited and I have another video discussing the bake process a bit. Also documentation on that is good. I'm sure you can figure it out. it's super useful
Hi J,Hope You Doing great?
Since i live in sri lanka(asian country) i cannot buy your exclusive videos..that option not showing in youtube,is there any way to purchase?
at the end, the little space between the lips is like the batman logo :p
Nice one mr j
👍
Not bad dude abilities 😎👍⭐
Yo! Thank you so much! Great video
Hope it helps!
Does someone find the Base color for eye into M_Eye_Refractive? I have no this line. So i couldn't change eye color(
Thanks for the great tutorial! Lots of important steps
They changed the eye material shortly after I made this. either get the older project or change the color back to a texture parameter in the materials graph. gl!
@@artofjhill thank you 🥳
Hello J, your tutorials are the best, I have learned so much, I have a question, If you are making a low resolution character for games, Is there a way to put a displacement map like maya to see the details? Thank you so much
Not as of now. Maybe in the future but it wouldn’t be practical for games because the way displacement maps work is by subdividing to high resolutions and actually displacing the vertices. Nanite doesn’t work on animatable meshes (characters) for now but that would do it if that were to come online in unreal.
@@artofjhill thank you J, keep on going, you’re an inspiration to me, mucho respect!!
bro u r awesome thanks
You got it
good job!
Thank you! Cheers
j, what did you do to the cavity map? How did you blend it with the spec map?
why u dont use displacement map for the head, and sublevel you export from zbrush ?
Don’t use displacement for real time or games. It’s too expensive. Not sure if skeletal meshes can even dynamically subdivide right now
Bro If you have time, I have a few questions
I want to start learning how to make 3D animation for movies
I wanted to ask you about the steps of making a character from the first step to the last step
Should I make a model first or the model's anatomy skeleton?
the necklace it has some round ring alots .did we need uv map for it .one by one ? for something that repeatedly many time
Nah I just applied a solid material to it. No need for UV
oh. thank u
On export, my renders always come out washed out/desaturated. Also, I have to manually compensate some exposure settings on the camera as the exposure doesn't match the viewport on render. Is there a way to make sure the renders are a bit closer to the viewport? Particularly colors?
Hmm they should be. Sounds like the color space transform is turned off but idk why that would be, you have to edit that in the MRQ settings. Use png too. Other than that, I’m not sure. U can try our discord
Thanks Dear!
Thanks a lot!
This tutorial, much like the others in your amazing catalogue, is simply fantastic and insightful. I always walk away with knowledge that puts me two steps forward. I do have a question however about rendering groom, as I have hit a major roadblock that's been stumping me for a while now. I have a groom asset that is bound to a geometry cache, and whenever the geometry cache plays, the groom appears very noisy and jittery. When the groom sits still it looks perfectly fine, but once it starts moving, the issue rears its ugly head once more. I am using a metahuman shader on the groom, so I don't believe that to be my issue. Is there some fundamental attribute that I may be neglecting in regards to my asset? I must admit, I am quite the novice when it comes to groom, so superficial elements may be going over my head. Thank you so much for the professional tutorials, you have been an indispensable asset in my and many others unreal/CG journeys!