My Workflow for Creating Modular Game Character for Unreal Engine

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  • Опубліковано 27 лип 2024
  • My workflow for creating a character simliar as Sekiro
    Tools I'm using:
    Unreal Engine
    Blender
    Substance Painter
    MetaHuman
    Marvelous Designer
    Plugins for Blender:
    Game Rig Tool
    cgdive.com/game-rig-tools-ble...
    Voxel Heat Diffuse Skinning
    blendermarket.com/products/vo...
    Send to Unreal
    www.unrealengine.com/en-US/bl...
    Facebook:
    / ge.zhan.94
    Chapters:
    0:00 Demo
    01:10 Face - MetaHuman
    01:57 Cloth - Marvelous Designer
    02:14 High Poly Modeling - Blender
    02:49 Low Poly Remesh - Blender
    03:21 Rig Character - Blender
    04:25 Animation Retarget and Test - Unreal
    05:07 UV Unwrap - Blender
    05:42 Texturing - Substance Painter
    06:10 Modular Character - Unreal
    06:50 Outro
    #unrealengine #blender #sekiro
  • Ігри

КОМЕНТАРІ • 119

  • @shucayb-code
    @shucayb-code 3 дні тому +2

    This might be the best workflow explanation I have seen straight to the point well done subbed🔥

  • @_Rodders_
    @_Rodders_ 20 днів тому +7

    This was a great walk through of the work flow, and probably one of the nest on UA-cam at the moment.

  • @siuilaonarach4546
    @siuilaonarach4546 19 днів тому +2

    Very good work! I just started my Blender/Unreal Journey in February and this is extremely similar to my workflow! I am currently in process creating a Modular character creator for my game where you can swap out head/face, Armor, Weapons, Hair/Facial Hair and bodytypes.
    Thank you for putting together this comprehensive methodology into a video, having watched hundreds of videos I have to say this is the only one I've found with the full overview workflow beginning to end. Thank you for putting all the addons and details in the description as well. You earned my sub, sir.
    Very excited to go watch the rest of your videos.

  • @deepelements
    @deepelements 18 днів тому +5

    You guys are lucky. I had to figure this out on my own with may own custom made character.

  • @subatoistormborn5499
    @subatoistormborn5499 19 днів тому +3

    Best basic walkthrough I’ve come across in 3 years of looking. Great work! I look forward to more videos.

  • @user-jj5bf1hm9o
    @user-jj5bf1hm9o 18 днів тому +2

    Thank you, you are literally my hero rn. Instant subscribe. I’m waiting for next videos👍👍

  • @3dbiagi
    @3dbiagi 19 днів тому +1

    This is really helpful, best workflow explanation! absolutely subscribed! thank youuuu

  • @Turzaluk
    @Turzaluk 5 днів тому +1

    Awesome, thanks for the video!

  • @OBxARKWAYNE
    @OBxARKWAYNE 19 днів тому +2

    as a total rookie, i had no idea what u did the whole video but it inspired me to go ahead and fire up blender and make somehthing heheheeheheh keep up the video my guy gonna do wonders Cheers (y)

  • @havinthiranv
    @havinthiranv 16 днів тому +2

    Just noticed one thing this is your biggest video in your channel, subscribed you at 750 subs now you have 1.4k subs in just 4 days, congrats bro keep growing. post like this (btw i was the first comment in this video 😂😂😂😂😂😂)

    • @Foxcoder
      @Foxcoder  15 днів тому +1

      thank you heaps, i wasn't expect this can get so much views, glad it's can provide some helpful info, for sure I will make my next video for explain in more depth and detail, when time permit

  • @havinthiranv
    @havinthiranv 20 днів тому +10

    bro honestly the best simplified explanation of workflow, i am waiting for next videos. New sub bro. How much do u pay for subtance and marvelous designer softwares?

    • @Foxcoder
      @Foxcoder  20 днів тому +5

      I purchased substance painter through steam 2 year ago on steam with perpetual license, at the time I remember it was around $200 AUD,
      sorry forgot exact amount, and now in steam 2024 version it's $289. otherwise you can pay $28.99 AUD subscription fee monthly.
      the Marvelous Designer is a pain , I have to pay $39 per monthly for subscription fee. there is no other way I can find to get a perpetual license.
      considering the valuable time it saves me, it's still worth it at the moment.

    • @havinthiranv
      @havinthiranv 19 днів тому +2

      thank youu soo muchj

    • @andersmadsen8052
      @andersmadsen8052 19 днів тому +2

      You can get 1 year free MD with UEFN

    • @havinthiranv
      @havinthiranv 19 днів тому

      @@andersmadsen8052 damnnn

    • @Somordorp
      @Somordorp 19 днів тому +1

      Marvelous designer is really expensive for us solo developers :/

  • @ViralUnrealEngine
    @ViralUnrealEngine 19 днів тому +3

    Fantastic video
    bro can you make a video tutorial with cloth weight paint in ue5 please

    • @Foxcoder
      @Foxcoder  19 днів тому +2

      thank you, and yes, I will post video in the future about cloth simulation in Unreal.

  • @itsMBWAAA
    @itsMBWAAA 18 днів тому +1

    Liked and subbed brother. I hope to see a more in depth tutorial of your process. I have looked for tutorials for the whole workflow on YT before and the results are very slim

    • @Foxcoder
      @Foxcoder  17 днів тому +1

      thank you I will provide more detailed tutorial for each part when time permits

  • @lgent2435
    @lgent2435 18 днів тому +5

    Can't wait for the tutorials.......

    • @Foxcoder
      @Foxcoder  18 днів тому +1

      thank you, I will make more once time permit

    • @izanagisora
      @izanagisora 17 днів тому +1

      I will be waiting ​@@Foxcoder

  • @MarkyGramone
    @MarkyGramone 13 днів тому +1

    This is nice. I've been wanting to do this forever. I have a knight templar that I want to get in game but never could find out how to split the meshes up so the lower part of his robe has nice flowing fabric properties

    • @Foxcoder
      @Foxcoder  12 днів тому +1

      thank you, I planned to make more videos to explain in more detail and depths for making character and work with unreal, possible in next one or two weeks time, when time permit.

  • @teddyperera8531
    @teddyperera8531 18 днів тому +1

    Thanks for the video. If you can do a complete tutorial video on character creation, that would be great.

    • @Foxcoder
      @Foxcoder  17 днів тому +1

      sure thing, I will provide more detailed tutorial for each part when time permits

    • @hirakchakraborty9387
      @hirakchakraborty9387 14 днів тому +1

      @@Foxcoder It's great. Please do that for us..

  • @grit-mike
    @grit-mike 16 днів тому +1

    This looks amazing, hoping to pick your brain sometime!

    • @Foxcoder
      @Foxcoder  15 днів тому

      thank you, a bit scary but thank you.

  • @Dagg-sd8pj
    @Dagg-sd8pj 18 днів тому +1

    Sheesh bro the character model looks cool as f***

  • @Kaedric999
    @Kaedric999 20 днів тому +4

    Good Video, it might also help to show the benefits of making it modular, like showing the character wearing a different outfit and the simplicity of switching between them. :)

    • @havinthiranv
      @havinthiranv 20 днів тому +1

      @@Kaedric999 Yes I 100% agree with you, @Foxcoder please allocate some of your time teaching us this topic

    • @Foxcoder
      @Foxcoder  19 днів тому

      thank you, I just done this first character and has no other parts I can switch, I will add more character and make them sort of inter changeable, I will make more related videos in the future.

    • @Foxcoder
      @Foxcoder  19 днів тому

      @@havinthiranv sure thing, I will make some more characters and post more related videos in the future.

  • @777redhood
    @777redhood 19 днів тому +1

    Incredible workflow explanation.. amazing..please do more, maybe mech or animal characters

    • @Foxcoder
      @Foxcoder  19 днів тому

      thank you, as my game happens old time in Japan, maybe I will add some animals in the future

  • @Samb-zu6lx
    @Samb-zu6lx 13 днів тому +1

    Great video. Tbh with Unreal there’s a lot of hurdles but rigging, weight painting and fixing deformities for CUSTOM mesh is a headache. Start your tutorial with your rigging workflow 1M views first 48 hours😂

    • @Foxcoder
      @Foxcoder  12 днів тому

      thank you, and glad it's helpful, I'm planning to make more videos to explain in detail and depth, maybe in next one or two weeks, when time permit

  • @TafariMosi
    @TafariMosi 11 днів тому +1

    awesome

  • @xinpengliu
    @xinpengliu 20 днів тому +1

    棒棒棒,加油!

  • @kthxbye1132
    @kthxbye1132 13 днів тому +1

    This is a really good break down of your workflow! Thanks! Do you also work with Face meshes?

    • @Foxcoder
      @Foxcoder  12 днів тому

      thank you, I didn't change metahuman's face mesh polygons, but I'm using substance painter to manual draw eyebrows and beard, and export texture, and also apply rig to the head.

  • @Project_MUSE107
    @Project_MUSE107 11 днів тому +1

    牛逼 哥们 加油

  • @LiamTurner-g9k
    @LiamTurner-g9k 5 днів тому +1

    If you were to go into detail on each step you could easily sell this process as a course
    Good Job

    • @Foxcoder
      @Foxcoder  5 днів тому

      thank you, Just made another video to explain in more details, for now it's still my hobby project, and I'm more than happy to share my knowledge , glad it can provide some good info.

  • @alkistagaras8269
    @alkistagaras8269 10 днів тому +1

    Nice video! I have a question and a couple of suggestions!. Did you model the body? Like the hands etc or you took them from somewhere. And for the suggestions, take a look at auto rig pro, it works great with unreal and with the voxel heat skinning addon. Lastly i can see you have some baking errors in painter, first thing you should do is to bake the curvature and AO by mesh name, not in the common window, in the AO and curvature window. And second try to bake with cage or break your model in the parts that the errors occur. Hope that helps!

    • @Foxcoder
      @Foxcoder  8 днів тому +1

      thank you, the arm came from Blender's human base mesh asset bundle, but i model and sculpt the wraps arm,
      face from metahuman, cloth I designed in Marvelous Designer and adjust in blender, and rest I model myself in blender.
      i did separate the parts and set match by name in both common / ao / curvature setting, and I found the error
      actually due to my lower arm bone has weight affect the cloth area, got blue island I didn't tidy up,
      thx for the suggestion, I will make those area fix when I work on it next time.

    • @alkistagaras8269
      @alkistagaras8269 8 днів тому +1

      @@Foxcoder Thanks for the insight! My pipeline for unreal is something similar to yours, i don't really meta humnas since i do more generic-stylized characters but i use auto rig pro and the other tools you've mentioned

    • @Foxcoder
      @Foxcoder  8 днів тому

      @@alkistagaras8269 thx for the suggestion, I through Game Rig Tool is the subset of Auto Rig Tool, maybe i'm wrong, I
      got the Auto rig tool free version (24h only) 4 weeks ago, didn't have chance to checkout, guess i will get it a try, cheers

  • @songbinchen2907
    @songbinchen2907 16 днів тому +1

    犀利!

  • @user-os4zq8wi8t
    @user-os4zq8wi8t 19 днів тому +1

    Nice walkthrough! bro, can I ask that if it's true that you use low poly body and clothes parts and use high-detail poly mesh's texture to enhance the gameplay?

    • @Foxcoder
      @Foxcoder  18 днів тому +1

      thank you, the high poly is used to texture baking into low poly mesh, the texture is using low poly's UV, to make higher quality, we can export the texture in higher resolution, I keep all my texture to 2k for balance between game performance and graphic quality. so the texture is still based on low poly ( well with normal info from high poly texture baking)

    • @user-os4zq8wi8t
      @user-os4zq8wi8t 18 днів тому

      @@Foxcoderthanks bro❤

  • @darkknightleon9843
    @darkknightleon9843 14 днів тому +1

    牛哇😆

  • @skillbox8744
    @skillbox8744 18 днів тому +1

    Nice damn work! do you have the full process, I dont mind to pay for it.

    • @Foxcoder
      @Foxcoder  17 днів тому

      thank you, and I will provide more detailed tutorials for each parts when time permit, I'm not planned to get things for sell yet, I will put all videos in my channel for now they are all free.

  • @real2late
    @real2late 17 днів тому +1

    Hey quick question: You said that you already created the rig compatible with the UE5 rig. Why do you still have to retarget then? Awesome video btw!

    • @Foxcoder
      @Foxcoder  16 днів тому +2

      thank you, and for compatible rig, although they share the same bone hierarchy,
      the body proportions are different. Directly applying the compatible mesh somewhat works,
      but with my rig, the animations, especially in the lower arm and wrist areas, I can't good quality.
      This might be due to incorrect settings on my part. but using IK Retarget allows me for better control.
      I can also duplicate the existing IK Rig configuration from Manny to use on my rig, enable quick animation retargeting.

  • @bobnot3061
    @bobnot3061 18 днів тому +1

    Hey, that's a really impressive work. About the "lod" face model, did u export directly from the Unreal Engine or Quixel? And did u have to "ring" the face again, or something else? To work well with Unreal engine

    • @Foxcoder
      @Foxcoder  17 днів тому +1

      thank you,
      I export Face mesh directly from inside unreal,
      did "ring" face meaning retopology the face mesh ?
      if so I didn't retopology the mesh , as at LOD4, it can consider as low poly mesh.
      I applied bone rig in blender, and detailed beard and eyebrow in substance painter

    • @bobnot3061
      @bobnot3061 17 днів тому +1

      @@Foxcoder Oh yeah, sure, and thank for answering me. I meant rig the face lol, but that's right. I wrote in the wrong way lol.
      There's any special reason, to export from Unreal Engine, instead of Quixel Bridge? Cause for I could see, from the Quixel we can manipulate the face exprecion etc...

    • @Foxcoder
      @Foxcoder  16 днів тому +1

      @@bobnot3061 Oh, I never really thought about that, thanks for pointing it out.
      When I work on metahuman, I usually just import them into Unreal and test the full body animation directly in my game.
      then I export the mesh from Unreal. I think the only reason is for me it's easy to do without re-open Quixel,
      I'll check that out next time see if it's better from Quixel. thx

    • @bobnot3061
      @bobnot3061 16 днів тому +1

      @@Foxcoder Hey, thanks again! Well I'm kind of new, about it. I was trying to make a solo 2d game before on unity. But for the time and scopus, I decided to go on Unreal Engine mainly cause of Blue Prints codes. I'm trying to make a horror game now, on 3°person. Let's see if I can make it, it's been 2 weeks until now lol. I'm trying to learn to modify my UV Maps, from my Metahuman, on Zbrush, to have a better expression. Let's see If can I release somenthing until the end of next year. I hope u too. I don't have anything to show now, but I hope sooner can I

    • @Foxcoder
      @Foxcoder  15 днів тому +1

      @@bobnot3061 making game solo takes heaps of time, keep work on it, and wish all the best for your project.

  • @jhonbells
    @jhonbells 18 днів тому +2

    What program did you use to place the hair cards , and which program to make the hair card textures. Everything in blender?

    • @Foxcoder
      @Foxcoder  18 днів тому +2

      I use Unreal's Paragon character Kuang's hair card as base. export to blender,
      adjust cards to fit my character's head, add / remove strands as need.

    • @jhonbells
      @jhonbells 18 днів тому

      @@Foxcoder nice , thanks for the quick reply. Looks awesome

    • @Samb-zu6lx
      @Samb-zu6lx 4 дні тому

      What folder is that card base in? I see hair folder but do not see actual hair mesh.

    • @Foxcoder
      @Foxcoder  3 дні тому

      @@Samb-zu6lx I exported character mesh, and remove all other parts , only keep hair cards as static mesh, then made modify to fit my character.

  • @warriorblood
    @warriorblood 11 днів тому +1

    How many polys in total for the character?? it looks incredible btw!!

    • @Foxcoder
      @Foxcoder  10 днів тому +1

      thank you, it gets 36,354 triangles for the whole character

  • @smithywerbenjaggermanjense8970
    @smithywerbenjaggermanjense8970 19 днів тому +1

    What is the advantage of creating multiple rigs for each body part group? Tnx for the video!

    • @Foxcoder
      @Foxcoder  19 днів тому

      Thank you. One thing I can think about is having a modular character system that allows me to switch clothes in the game. This way, I can change the skeleton mesh for different parts at runtime.
      this increases the variety of characters, such as random NPCs. I can combine different parts for each character, so they won't look the same. saves me from creating hundreds of different characters.

    • @smithywerbenjaggermanjense8970
      @smithywerbenjaggermanjense8970 19 днів тому +1

      @@Foxcoder Makes a lot of sense! Thanks for the answer.

  • @bwhity
    @bwhity 18 днів тому +1

    nice workflow, step by step tutorial?

    • @Foxcoder
      @Foxcoder  17 днів тому

      thank you, and yep, I will provide more detailed tutorial for each part when time permits

  • @Dagg-sd8pj
    @Dagg-sd8pj 17 днів тому +1

    Bro i think u gotta make tutorial that would be cool

    • @Foxcoder
      @Foxcoder  16 днів тому

      thank you, and yep I will provide more tutorials when time permit.

  • @etheleticengine
    @etheleticengine 18 днів тому +1

    Can you use pirated sofwares like Marvelous Designer or Substance Painter in your country?

    • @Foxcoder
      @Foxcoder  17 днів тому +1

      I think not, and it's not good for long run, I paid for them as they are big time saver,
      all texture and clothing can be done inside blender but it takes a lot time to get same quality.
      I treat it as a hobby investment, and maybe in future I can get paid back if I start to sell assets.

  • @maxb123321123
    @maxb123321123 10 днів тому

    Could you upload a sekiro bar posture? Please

  • @Bluemaze64
    @Bluemaze64 12 днів тому +1

    You mentioned your modular character blueprint. Would you be willing to share that file or make a detailed YT video on it?

    • @Foxcoder
      @Foxcoder  11 днів тому

      i'm planning to make more videos to explain in detail and depth, hope i can make more videos in next week if time permit

  • @kotomichi14
    @kotomichi14 14 днів тому +1

    wow this looks dope :) are you human????

    • @Foxcoder
      @Foxcoder  13 днів тому

      yep and thank you

  • @samuelkilik8233
    @samuelkilik8233 20 днів тому +1

    bro please make a 3 or 4 hour vedio in this one,,,

    • @Foxcoder
      @Foxcoder  19 днів тому

      thank you. I will make more videos in the future as time permits.

  • @mayur8782
    @mayur8782 20 днів тому +1

    Bro can you make video on FP arms with hand gloves please.

    • @Foxcoder
      @Foxcoder  19 днів тому

      yep, guess I will make one in the future.

    • @mayur8782
      @mayur8782 19 днів тому

      @@Foxcoder thanks

  • @forge7973
    @forge7973 19 днів тому

    manny as base rig? and meta for head? im very intrested to know how you add a head rig to a many rig :)

    • @Foxcoder
      @Foxcoder  18 днів тому

      if I need reuse Manny with different head, think I can export the Manny mesh, and replace the head with new one, and assign weight for head bones, then import back to unreal, guess it should work

  • @gendalfgray7889
    @gendalfgray7889 17 днів тому +1

    How to animate all of this modularity?

    • @Foxcoder
      @Foxcoder  16 днів тому

      for my setup, I'm using "Set Leader Pose Component" blueprint node, I will make more detailed tutorial later when time permit

  • @valeriymalishevskyi1723
    @valeriymalishevskyi1723 18 днів тому +1

    👋👋👋👋👋👋👋👋👋👋👋

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 19 днів тому +1

    whats the point of modular character?

    • @subatoistormborn5499
      @subatoistormborn5499 19 днів тому +1

      I think so you can swap armor/clothes/weapons spell effects out during gameplay.

    • @eligijuspranskunas3509
      @eligijuspranskunas3509 19 днів тому

      @@subatoistormborn5499 you can do it anyway

    • @Foxcoder
      @Foxcoder  18 днів тому

      yep ,One thing I can think about is having a modular character system that allows me to switch clothes in the game. This way, I can change the skeleton mesh for different parts at runtime.
      this increases the variety of characters, such as random NPCs. I can combine different parts for each character, so they won't look the same. saves me from creating hundreds of different characters.

  • @disartster9090
    @disartster9090 12 днів тому +1

    nice work.. keep it up.. btw do you have discord channel?

    • @Foxcoder
      @Foxcoder  11 днів тому

      thank you , I got discord account long ago, but never really use it.