If you uncheck Level of Detail at 1:26 it will export only one LOD I think, so won't have to delete stuff later. Thanks for that other timelapse vid though it helped a lot
1. the texture on the normal node has to be non rgb, 2. you have to also connect texture mapping to the image of the jeans so blender sees the UV for correct view
For those who are wondering why the hair is not showing after importing. It is because the scales are too small, so the hair is actually very tiny for my case. So the hair doesn't show. Just select the hair and change every scale from the X to Z-axis from 0.010 to 1.000, this will fix it as the hair will be at a correct size.
To have a better skin you can create a Normal Map node and add the Normal skin .png present in the texture folder (( FaceNormal.png)) -Color ==>-Color ((Normal Map)) -Normal==> - Normal (( Principled DSDF))
Around the 7 minute mark, the textures for the shirt/pants (I havent watched past that) arent right because you have to export the actual material file from unity. Go back into Unity select your Metahuman from the Outliner select the Torso/Legs (or whatever texture you want it from: legs have pants, torso has a shirt or hoodie, ykyk) Where you see the Element under Materials, which looks like the spherical texture or color of what you want, click the folder with the magnifying glass. It should show you that same image of the sphere ball texture thing... Right-click that, hit Asset Actions, Export, then save it to your blender folder. I SUGGEST Making a dedicated folder for whatever the texter is, like pants or the shirt or something. It exports a few files, and it makes it easier then putting it into the all textures folder. When using the normal map, I found that the ones under the "all textures" folder that we had put together before looked better then the ones that I exported again from Unity like what I just explained. However, the "all textures" folder didn't have the normal map for the hoodie. (Although I say this only have had exported PNG files... I didnt have any TGA files so I improvised.) But yes, great tutorial!
been 7 days investigating this....And I've been thinking that reason all the time, so I got the confirmation thanks so much, however I guess the rest of the hairs without that warning in our metahumans will be allowd to export the hair with no problems @@martem000
I ran into a couple of problems. First, when importing the mesh and bones, instead of being shown on the map separated, it has them mushed together. I have been able to separate them but I believe it causes my next problem. When I add the face color to the face, then try to click on the face, it doesn't give me the option to choose select the eyes with "L". You say on the video to "tap", but I have no clue what button you are tapping. Please help.
I am having same issue with selecting the eyes. at 5:51 he says click face and "tap" which brings up the black dots on face then click L on the eyes to select them. But what are we tapping at the 5:51 mark?
привет, версия ue 5.3 при экспорте волос я могу выбрать только *.COPY; *TD3. не могу найти решения проблемы. прочитал что нельзя экспортировать groom файлы в fbx, но и в мэш их перенести тоже нельзя. тогда как мне экспортировать волосы?
There are many 3D layers, you can hide them in Outliner, either highlight and press H (rather in object mode), or vice versa, highlight the desired layer and press - ./ and it will highlight only that object from Outliner
The exclamation mark on LOD 0/1 indicates that the hair cannot be exported. You can take hair from another metahuman where this icon is not present (you can see it on the site)
Tell me, when exporting textures, they are exported in png format, how can they be exported in Tga format? Also, when exporting, I did not find textures and maps of pants and hoodies, I seemed to do everything the way you did, but for some reason it turned out that I did not output everything. Подскажите, при экспорте текстур они экспортировались в формате png, формата Tga вообще нет? Также при экспорте не нашёл текстур и карт штанов и худи, вроде всё делал так как вы, но почему то получилось, что не всё вывел.
@@martem000 При экспорте текстур, когда мы отфильтровываем их в контент браузере, выделяем их все и нажимаем Bulk Export - он предлагает только папку, где сохранить. Я пытаюсь понять, почему у вас выводится при этом ещё в и в формате Tga, а у меня только в Png. и к тому-же у себя я не нахожу карт для штанов, как у вас. Лицо и тело всё сделал, а дальше стопорюсь.
@@Phantomwarrior099 формат выбирается, когда мы выделяем текстуры и нажимаем обычный экспорт По поводу текстур одежды, они хранятся в: Content > Metahuman > Common > Materials и в папках, например, Jeans
hello im at the part where i have to import the fbx into blender and when i look at the model its all black. i also add a random texture to it but it still black the only thing that works is an emmision. would you know how to fix that? Thanks
The main thing is that the polygons should not be twisted. But you can try to continue without texture. The face texture will be generated from scratch anyway.
Unfortunately, this cannot be changed. Different technologies for displaying hair. If you want beautiful hair - you need in this case to create it exactly in blender
Yes, that's right. You can't export LOD 0/1. You can take from another MetaHuman, or make your own hair, or from libraries. And you can also make photogrammetry t.me/ue_3d/7891
All 3D Mesh's are exported in .FBX only If you don't have 3D Mesh Hair, then it's a matter of LOD support. That is, you can separately created a character's hair in MetaHuman Creator where there is no warning about LOD 0-1, then it will be exported
@@martem000 it’s only showing me .FBX for the eyebrows, but not for the Buzz cut Hair style and facial peach fuzz. Those are not LOD files but “Groomings”
great tutorial. i have a question. so when i import into blender and start rigging and as soon as i start to rotate a bone in pose mode, the clothes seem to go apart where there are seams. like where the arms of the sweatshirt meetsthe body of the sweatshirt. they start moving apart the more i move. what could be the fix to this. anyone? @artem?
@@martem000 я бы вообще хотел оставить оригинальный скелет, но он странный какой то. Точнее, он то нормальный, но в модели его 4 штуки, на каждую часть модели. Это меня и смущает. Я хочу работать с этой моделью в юнити, и оставив скелет как есть я могу только повесить 4 аниматора ка каждый скелет, чтобы анимации работали нормально. При попытке удали все скелеты и оставить один, поменяв у всех мешей рут бон, на пелвис оставшегося скелета, меши ломаются💀 а миксамтвский авториг не идеален, и может давать дефекты
@@martem000 у меня ещё проблема. В версии верила 5.3 я не могу найти модели волос, и экспортировать их именно в .fbx. Я могу экспортировать их как то иначе
@@t0xangames207 изначально надо смотреть в редакторе, что не указано ограничение на lod 0/1. Если это указано предупреждение, то меша не будет В таком случае можно создать/выбрать другого метахьюмана без этого предупреждения и у него взять волосы
Honestly if someone wanted to use metahumans for background characters in an animation they can just green screen them into blender. Ian Hubert did something like that with a real actor.
You can do that with the Quixel Bridge. Prompt Muse has a tutorial called "Turn AI Images into 3D Animated Characters", just skip the part about creating the character, so about 9 minutes in. You can only do the face though as far as I know. But it's kind of pointless it seems since it doesn't do a great job with any stylized character, it just does very basic humans, so at that point why not just tweak their default mesh? And it's options in customization is also very limited, just a few different eyebrows etc. I've come to think of this Metahuman thing as more of a background character generator, it's way to limiting to make main characters as far as I can tell, since changing anything after it's been generated is just nightmare fuel. That exported fbx mesh in this video for example, it comes out as all tris, how am I supposed to work with that?
i dont think you need to add an alpha channel to the hair and eylash textures manually. If you just plug the black and white images color-output directly into the alpha input in the principal bsdf shader you get the same result, and even get to pick the hair color in blender
@@martem000 when the import finishes it freezes blender and then it disables my graphics driver and sometimes it'll restart my pc but it works fine on ue5
Thank you for this video! I have a question? If i want to export it back to ue5 after editing it abit, i can export it as a regular rigged character ? (same bone names etc)? Have a nice day
If you uncheck Level of Detail at 1:26 it will export only one LOD I think, so won't have to delete stuff later. Thanks for that other timelapse vid though it helped a lot
лучший стендап в моей жизни, genes don't uv
29:22 полный саксэсс
ХАХАХА
АХХАВПХВАХПХВАПХВХАПХВА
1. the texture on the normal node has to be non rgb, 2. you have to also connect texture mapping to the image of the jeans so blender sees the UV for correct view
For those who are wondering why the hair is not showing after importing. It is because the scales are too small, so the hair is actually very tiny for my case. So the hair doesn't show.
Just select the hair and change every scale from the X to Z-axis from 0.010 to 1.000, this will fix it as the hair will be at a correct size.
You are amazing dude, you did well with the language!
lmfao dude
To have a better skin you can create a Normal Map node and add the Normal skin .png present in the texture folder (( FaceNormal.png)) -Color ==>-Color ((Normal Map)) -Normal==> - Normal (( Principled DSDF))
pretty interesting idea. I just used the human generator plugin and replaced the skin texture .
@@tamilorejoseph4704 you can put a methahuman in human generator ????????
Around the 7 minute mark, the textures for the shirt/pants (I havent watched past that) arent right because you have to export the actual material file from unity.
Go back into Unity
select your Metahuman from the Outliner
select the Torso/Legs (or whatever texture you want it from: legs have pants, torso has a shirt or hoodie, ykyk)
Where you see the Element under Materials, which looks like the spherical texture or color of what you want, click the folder with the magnifying glass.
It should show you that same image of the sphere ball texture thing... Right-click that, hit Asset Actions, Export, then save it to your blender folder. I SUGGEST Making a dedicated folder for whatever the texter is, like pants or the shirt or something. It exports a few files, and it makes it easier then putting it into the all textures folder.
When using the normal map, I found that the ones under the "all textures" folder that we had put together before looked better then the ones that I exported again from Unity like what I just explained. However, the "all textures" folder didn't have the normal map for the hoodie. (Although I say this only have had exported PNG files... I didnt have any TGA files so I improvised.)
But yes, great tutorial!
Awesome tip - really helped me out there! Thank you so much!
Something completely offtopic: I like your Russian accent. So powerful! :D
Hello, i have a problem with importing hair, i can only import as T3D folder instead of fbx or obj, how can i fix this problem.
Hello! You can export only those hairs that were without warning LOD 0 & 1
been 7 days investigating this....And I've been thinking that reason all the time, so I got the confirmation thanks so much, however I guess the rest of the hairs without that warning in our metahumans will be allowd to export the hair with no problems
@@martem000
Hey, I seem to have all the textures apart from the main hair texture?? I cant find it anywhere in Unreal
Node wrangler addon👌Сам тоже не пользовался, но попробовал раз, всё без него не могу. 😉
Looks like female Cillian murphy to me .Thanks for the tutorial.
nahh this is a really nice tutorial, you are very good
Awesome work! Looks like a not so easy doing.
I ran into a couple of problems. First, when importing the mesh and bones, instead of being shown on the map separated, it has them mushed together. I have been able to separate them but I believe it causes my next problem. When I add the face color to the face, then try to click on the face, it doesn't give me the option to choose select the eyes with "L". You say on the video to "tap", but I have no clue what button you are tapping. Please help.
Can you tell me at what minute of the video?
you hover over the eyes and press L, it selects the mesh connected to the verticy you're hovering over
I am having same issue with selecting the eyes. at 5:51 he says click face and "tap" which brings up the black dots on face then click L on the eyes to select them. But what are we tapping at the 5:51 mark?
@@happyjackttv key Tab
ctrl + L selects all connected vertices@@happyjackttv
привет, версия ue 5.3 при экспорте волос я могу выбрать только *.COPY; *TD3. не могу найти решения проблемы. прочитал что нельзя экспортировать groom файлы в fbx, но и в мэш их перенести тоже нельзя. тогда как мне экспортировать волосы?
Привет! Волосы должны быть созданы в редакторе без предупреждения по LOD 0/1
У них нет меша. Там, где нет предупреждения - всё переносится как FBX
Isn’t there a way to import with everything already set? Instead of adding the nodes one by one?
Exactly ... good question
How do you select just the eyes...when i click L it selects the eyeballs or the retina or the back part of eye
There are many 3D layers, you can hide them in Outliner, either highlight and press H (rather in object mode), or vice versa, highlight the desired layer and press - ./ and it will highlight only that object from Outliner
I have so many metahuman, too bad, I can't export them because I have unreal 5.1 and now I'm not able to open it due to low storage 😭😭😭😭😭
Why I can't find the hair? I just found the beard and the mustache of my metahuman, but there is no hair😢
The exclamation mark on LOD 0/1 indicates that the hair cannot be exported. You can take hair from another metahuman where this icon is not present (you can see it on the site)
@@martem000 thank you!
I tried everything but still can't see "eyebrow" in static mesh , help me
Perhaps not all MetaHuman eyebrows are rendered in a separate Mesh. Just like the hair
When i am opening my project always it turns off and show ( the Unreal engine process crashed)
Try it
docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/
Tell me, when exporting textures, they are exported in png format, how can they be exported in Tga format? Also, when exporting, I did not find textures and maps of pants and hoodies, I seemed to do everything the way you did, but for some reason it turned out that I did not output everything.
Подскажите, при экспорте текстур они экспортировались в формате png, формата Tga вообще нет?
Также при экспорте не нашёл текстур и карт штанов и худи, вроде всё делал так как вы, но почему то получилось, что не всё вывел.
When exporting, select TGA: drive.google.com/file/d/1xWuZOAjKacZbMXSx_V4S1lpcdH4UvM3p/view?usp=sharing
@@martem000 При экспорте текстур, когда мы отфильтровываем их в контент браузере, выделяем их все и нажимаем Bulk Export - он предлагает только папку, где сохранить. Я пытаюсь понять, почему у вас выводится при этом ещё в и в формате Tga, а у меня только в Png. и к тому-же у себя я не нахожу карт для штанов, как у вас. Лицо и тело всё сделал, а дальше стопорюсь.
@@Phantomwarrior099 формат выбирается, когда мы выделяем текстуры и нажимаем обычный экспорт
По поводу текстур одежды, они хранятся в:
Content > Metahuman > Common > Materials и в папках, например, Jeans
@@martem000 то есть их также выделить все и далее только через Export?
@@martem000 то есть их от туда доставать или также с контент браузера экспортировать?
hello im at the part where i have to import the fbx into blender and when i look at the model its all black. i also add a random texture to it but it still black the only thing that works is an emmision. would you know how to fix that? Thanks
The main thing is that the polygons should not be twisted. But you can try to continue without texture. The face texture will be generated from scratch anyway.
@@martem000 oh ok, because I was thinking what of I wanted to add a like a custom pbr skin material mixed with the texture. Will it still be ok?
@@sammynater4996 All skin settings are in the editor on the website (color, freckles, age)
Попробуй использовать ноду шейдера transparent, он с чёрной маской работает.
hello Artem, so when I import hair LOD0 FBX into my Metahuman blender project, it opens a very cubic structure. how to fix that?
Unfortunately, this cannot be changed. Different technologies for displaying hair. If you want beautiful hair - you need in this case to create it exactly in blender
@@martem000 ahh specific hair structures, understood. Thank you for such a fast reply!!
Ландан из зе кэпитал оф грейт бритэйн
Can this bedone for Maya as well? Great vid.
I can't find tga files 6:32 how to do that
Hi! Here is an alternative method, it converts directly to PNG. ua-cam.com/video/fOsgzpT8qZI/v-deo.html
Can i use this blender model of my metahuman on the site where you get animations?
Yes, you can use Mixamo or ActorCore: it will create a simplified rig and provide a large selection of animations for it
Very good vídeo, thanks
thanks my boy.
16:35 А что делать если у меня нет T_iris_A_M? Где его взять?
Текстуры должны быть, но если их нет, то в интернете что-то подобное поискать, либо нарисовать
thanks for the video
I doesnt have hair LOD0 in content browser, only 5,6,7
Yes, that's right. You can't export LOD 0/1. You can take from another MetaHuman, or make your own hair, or from libraries. And you can also make photogrammetry
t.me/ue_3d/7891
4:06 hair is exporting to .T3D any other way around this?
All 3D Mesh's are exported in .FBX only
If you don't have 3D Mesh Hair, then it's a matter of LOD support. That is, you can separately created a character's hair in MetaHuman Creator where there is no warning about LOD 0-1, then it will be exported
@@martem000 it’s only showing me .FBX for the eyebrows, but not for the Buzz cut Hair style and facial peach fuzz. Those are not LOD files but “Groomings”
I cant afford photoshop so what should I do?
You can use any other free graphic editor
@@martem000 Cheers mate
great tutorial. i have a question. so when i import into blender and start rigging and as soon as i start to rotate a bone in pose mode, the clothes seem to go apart where there are seams. like where the arms of the sweatshirt meetsthe body of the sweatshirt. they start moving apart the more i move. what could be the fix to this. anyone? @artem?
I can't tell you about the rig and metahuman animation in blender. I tried only to delete the rig at once and then applied the mixamo auto-rig
@@martem000 thank you ill try to figure it out maybe ill need to fix the clothes before rigging or moving the bones around.
@@khaledmohamadiyou have to take a look to bad decisions chanel, this week that made a video about exactly what you need
Please please solve my crashed problem.i cant do a single step ...
Try it
docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/
could you make a video about how to rig the character ?
FBX can be auto-rigged in Mixamo
@@martem000 thanks saves a lot of work :)
а скелет типо с миксамо брать?
Для упрощения да, но можно и оригинальный сложный оставить
@@martem000 я бы вообще хотел оставить оригинальный скелет, но он странный какой то. Точнее, он то нормальный, но в модели его 4 штуки, на каждую часть модели. Это меня и смущает. Я хочу работать с этой моделью в юнити, и оставив скелет как есть я могу только повесить 4 аниматора ка каждый скелет, чтобы анимации работали нормально. При попытке удали все скелеты и оставить один, поменяв у всех мешей рут бон, на пелвис оставшегося скелета, меши ломаются💀 а миксамтвский авториг не идеален, и может давать дефекты
@@martem000 у меня ещё проблема. В версии верила 5.3 я не могу найти модели волос, и экспортировать их именно в .fbx. Я могу экспортировать их как то иначе
@@t0xangames207 здесь не могу вам подсказать, можете задать этот вопрос в нашем чате, может кто знает ответ)
t.me/UE_3D
@@t0xangames207 изначально надо смотреть в редакторе, что не указано ограничение на lod 0/1. Если это указано предупреждение, то меша не будет
В таком случае можно создать/выбрать другого метахьюмана без этого предупреждения и у него взять волосы
can you export metahuman in certain pose ?
I don't know how to do it
Спасибо, имба
Спасибо
Is the rig working?
Didn't test it, deleted it at the very beginning of the rig
Thanks Artem, but I don't see the point importing Meta humans in Blender, because they lack the quality inside Blender.
true
Honestly if someone wanted to use metahumans for background characters in an animation they can just green screen them into blender. Ian Hubert did something like that with a real actor.
I want to do the opposite :) Convert a character made in Zbrush or Blender into a metahuman.
You can do that with the Quixel Bridge. Prompt Muse has a tutorial called "Turn AI Images into 3D Animated Characters", just skip the part about creating the character, so about 9 minutes in. You can only do the face though as far as I know. But it's kind of pointless it seems since it doesn't do a great job with any stylized character, it just does very basic humans, so at that point why not just tweak their default mesh? And it's options in customization is also very limited, just a few different eyebrows etc. I've come to think of this Metahuman thing as more of a background character generator, it's way to limiting to make main characters as far as I can tell, since changing anything after it's been generated is just nightmare fuel. That exported fbx mesh in this video for example, it comes out as all tris, how am I supposed to work with that?
Твой английский хуже моего родного русского 🤣
I test export .gltf , import .gltf into blender included textures
I don't understand why? You can include textures in FBX in Blender, also
How did you export .gltf
@@auxvisuals7967 Blender has a .gltf export format
If you don't have this format listed when exporting, you need to enable it in the addons
@@martem000yes but how do you export the character from unreal engine in .gltf format ?
@@auxvisuals7967 no, only FBX, next you can convert in Blender
Blender kit, тоже хороший аддон с кучей материалов, моделей и тд
Это да, я про него видос записывал))
m.ua-cam.com/video/Z0fo5RW0YcU/v-deo.html
Сильный Английский бро😅
This whole process was dumb, how epic games make meta human but the process takes forever to use in other softwares
Чел, зачем ты говоришь на английском если ты русский?)
Для привлечения новой аудитории) + монетизация таких видео выше намного
@@martem000 Не думаю, что с такими просмотрами ты что-то заработаешь с монетизации)
@@FEELFREE22 лучше так, чем никак)
jai shree ram bhaiyo
i dont think you need to add an alpha channel to the hair and eylash textures manually. If you just plug the black and white images color-output directly into the alpha input in the principal bsdf shader you get the same result, and even get to pick the hair color in blender
Thank you! 😊
mine crashes when i try to import as fbx and every other type wont export
Is Blender crashing? I haven't encountered this. But you can try different versions of Blender
@@martem000 when the import finishes it freezes blender and then it disables my graphics driver and sometimes it'll restart my pc but it works fine on ue5
@@LANGIMATION Do you have an Nvidia 1000 series video card? They say blender crashes a lot because of the new drivers Nvidia
@@martem000 no I have an RX 550 amd card
@@martem000 it's okay I'll try find another way to do it
Long process...
Of course you are building a whole human character
29:20 АХАХХАХАХАХАХАХ❤❤❤❤❤❤
How to input beard, Metahuman in Blender
The beard will appear as a mesh in the content if there was no warning in the editor about LOD 0/1
mutton chops beard no mash problem please solved bro..🙏
lots of missing textures unfortunately
at 5:51 you say "Select face and.." 'dup' ?. I don't know what you did you turn the face/body into wiremesh and then be able to select just the eyes?
Tab key and L key (mouse on eye)
Thank you for this video! I have a question?
If i want to export it back to ue5 after editing it abit, i can export it as a regular rigged character ? (same bone names etc)?
Have a nice day
In theory all meshes can be replaced, but I haven't tried it
Тенкю май френс!
А бороду для персонажа как добавить?
Борода должна быть не LOD 0/1, тогда она будет отображаться как меш
When i search for "Mesh hair" Only eyebrows shows up
cant find hair my character stays balld
Not every MetaHuman has Mesh hair or eyebrows. You can try adding another MetaHuman with different hair and try finding a Mesh.
I'm having an issue, whenever I import the metahuman UE crashes. Does my laptop just suck or is something broke?
Try this docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/
And try UE 5.1
@@martem000 Thanks, I'll let you know what happens.
Thank you great tutorial.
Could you suggest me any video of yours explaining metahuman with animation transfer from UE to Blender?
I don't know how to transfer keyframes from Unreal Engine to Blender. I don't know if there is such a way, but it would be cool
Just export your animation from UE to Blender?
Спасибо за тутор
Спасибо 😉 👍.
can't even understand because of your english man add subtitles