Pushing the MetaHuman Likeness Limits via Scan-based Textures | Unreal Fest 2022
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- Опубліковано 25 сер 2024
- Join us to learn how to enhance your MetaHumans to achieve higher likeness, both in neutral and animated expressions, by using only a single scan as input and deriving the texture set from it. This session builds knowledge relevant for use with the Mesh to MetaHuman tool.
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This is great info about Metahumans, would love to see more talks like this regarding metahumans! Kudos to 3Lateral!
Enjoyed the talk, but I need a in depth tutorial on how to get all the maps, alter them, etc
This was as amazing as being in the audience! I loved this talk, had such a good time at Unreal Fest!
Awesome session Luka!
I had trouble getting the conformal mesh, but figured out that it's actually saved when you click "Metahuman Identity Solve".
As a feature proposal I would ask for the ability to tweak the Conformal Mesh (in Maya/Blender) before sending it to the MetaHuman service (e.g. ability to Import Conformal Mesh into Unreal would solve this).
Have not tested, but someone made a tool to customize metahuman mesh
www.youtube.com/@artsnspells
can you please explain it i want to export the conformal mesh when i type that in the Cmd nothing happen
looking forward to those custom blendshape injections!
Awesome,
Thanks for sharing.
How is this actually done? Anyone got a tutorial that does this in detail?
How come you don't just do an additive "blend" of the normals maps? That way you could have your base normal map and then just blend in only the wrinkles when raising the eyebrows, adding on top of the base normal map, no need to blend in a whole new normal map for the face that contains 90% of the same details as the base/neutral normal map. Or am I missing something?
Yes, that's a good point and it would make sense for this case with just neutral input. The reason is, not to break the uniform shading tree that is in place for all Metahumans. The original inputs do not differ only in large wrinkles, but they all have captured specific pore changes as well. For that reason every expression has dedicated high res map. But if you wish to optimize for this instance, that is perfectly fine. You would just need to set up the blending of the normal maps in the shading network.
@Luka Lakić , thanks for the reply and thanks for the talk, very informative! The streatching and changing of the porse was one of the few reasons I could come up with why the maps might be different but I wasn't sure if the metahumans went into that much detail - but of course they do.
I've not yet tried anything with the metahumans so I just have a very broad overview of how they are built and will have to look into them further once I have the time, but I might see if I can make a custom version for use-cases like this where I will use the same saddative normal maps and blood flow for the large changes in the face while just changing the base texture and finer more detailed normal maps from scans. That will minimize the work need and still retain some of the great detail you get from normals.
Thanks again for everything you and 3Lateral does, truely amazing work.
Any place that i can get something similar to the auto expression blendshape maker in 17:26? Is that created using the metahuman topology?
Or simply just a list of what facial expression they make would be helpful
Is there any step by step tutorial for newbies?
Is there step by step tutorials available?
Very cool. How did you manually add tracking points to the ears and eyebrows @12:12 ? Id like to manually track my input mesh but it didn't seem possible when I tried
Maybe this video can help you:
ua-cam.com/video/no3wvt8S7E4/v-deo.html
Can someone explain how to wrap the MHC character to the 3d scan without messing up the metahumans eye lids. Every time i try it, it usually ends up not fitting the metahuman eye with the eye mostly poking out of the lids and rig without making changes and changes can make the base look different.
Saw a video before I clicked on this one that dealt with the issue by "turning down the influence" for the eye region? No idea what that really means. Just kinda assumed it meant playing with the vertex weights on the mesh for the eyelids
@@ryderbrooks1783 turning down the influence blends between the base metahuman mesh and the mesh to metahuman mesh so if you turn it down, the eyes will look like the generic metahuman instead of the created mesh to metahuman
the export command doesnt work ?
🇨🇴🧔🏻👍🏼🤝🏼 Saludos desde Colombia
to bad the metahuman plugin isn't available for 5.1 which makes this talk pointless.
Nope they updated it for 5.1 now
Does anyone have a clear workflow of how to combine a photo scan texture with a metahuman base texture, im struggling to find info on how to conform the 2 different UVmaps, we're using reality capture with a scan done at a pro array rig
this is the closest thing I've found, you pretty much conform the mesh and then project the textures to the metahuman mesh from your scan in something like zbrush and hope for the best lol
Revelation 13:15
“And he had power to give life unto the image of the beast, that the image of the beast should both speak, and cause that as many as would not worship the image of the beast should be killed.”
Beware Transhumanism ... And all its Forms
UA-cam Enthusiast here.