Beautiful. When you said "in this video, we are going from this to this" and the contrast between the base model material from MH and your setup, beautiful, I'm delighted with your results, the base MH materials always looked, for lack of a better word, "plastic" for me.
Great process! Would love to see some 3DScanStore provided wrinkle maps in the future. I could see it being useful having a pack of 10 or so wrinkle normal/AO sets that we can overlay on any character textures which don't contain any baked in pores/details like the exported MH ones do. Could also decouple them from the skin textures as well, and simply blend them in the Unreal skin material, avoiding the need to have 1+3 textures for every MH, but instead 1 texture + 3 shared wrinkle maps for all characters.
These look great, and lovely clear explanation. I've been doing those wrinkle maps additions ever since metahuman was in beta. Nice work as usual. Cuts out needing to use wrap.
Interesting! Might give this a try on our new Darth Maul metahuman. Thinking of switching the normal & cavity maps and see if there will be improvements. Exciting stuff guys! Thanks for releasing this :)
Cheers, drop me an email if you like jamie@ten24.info I’m happy to send you over some textures. I used your videos a lot when I was trying to learn unreal so I’m happy to repay the favour.
Amazing resources. There is a lot of structure lost however with the conversion and upload to the MH cloud editor. Is there an extra stage where you could use the scan as a blendshape to regain that lost detail in the mesh structure? Also, are these Metahuman meshes using the same topology as other Scan Store products, or are they using the MH topology? Cheers. Edit: sorry, yes I see on your site that the meshes are decimated with baked Metahuman UVs. Edit 2: Yes, for anyone wondering, these scans are based on the same UVs as all the other Scan Store heads so if you already own maps you can apply them directly. 👍 Edit 3: actually no. 😄Once I download the new custom MH back into UE the texture doesn't line up, even though both textures line up fine in Zbrush before going to UE?
Thank you so much for these textures. I am on my 2nd film using them. I keep coming back to this guide and I always have a little chuckle to myself when you say what you say at 7:28 because I'm immature
Amazing. This is next level MetaHuman. But in order to be a complete new option to MetaHumans you must have custom expression wrinkle maps for each head that follows the wrinkles that each face have in neutral pose. Particularly older person will have marked wrinkles in the forehead and other areas with out making any expression, so when a expression is made the "expression wrinkles" must follow those particularly wrinkle patterns. I really hope you add custom wrinkle maps for each individual head. It may be a lot of work but is really the only way...
Thank you so much! I’m afraid custom wrinkle maps for these would represent a economically unviable product. Doing the 6 extra expressions, retopologising, cleaning wrapping and projecting them would add years worth of work to the project. And it simply wouldn’t be viable for a team our size. As cool as they look I doubt we will do huge sales figures and I couldn’t justify a project that long for something like this. We don’t have Epic level funding :) so the choice was lots of diversity and heads with metahuman wrinkle maps (which work well) or a few heads with wrinkle maps. So we chose the former as it allows us to sell them cheap and have a lot of cool diverse faces and maps on there :)
I've downloaded the free scan to test out. Comparing the Scan head to the MH head the UVs don't match up? So I'm curious as to how that works out with the process? I already own a lot of Scan Store high res heads so I wanted to see if I could just ZWrap them and have the UVs match up.
could you possibly delve more into the process of Mocap of MH's on unreal? I know there is a fair bit of tutorials on the web but you teaching style is quiet nice and seems to resonate with me. thank you in advance. cheers !
Hey Chris, I could certainly do something on metahuman animator, but to be totally honest I would just be repeating what countless other tutorials have said. I’m going to do a Portrait Lighting tutorial next I think. Then maybe after that I could do one on MHA but honestly I think it would be a bit of a waste of time for me as no one would really watch it due to the info already out there :)
Hi James, thanks for this workflow and explanation. It's quite good for rendering face, not full character. It will be great if you will create tutorial how to adjust body skin tone or body textures with face. That's the only thing that stops me from buying it.
This is really excellent, however I noticed the neck/body seam. Will there be full body textures later for arms/chest or will this assume the body will be clothed?
I could not get this to work. Step at 3:53 is where I don't have the MetaHuman Animator step available. I do have MetaHuman Project Utilities experimental, enabled. But marketplace is saying unavailable for plugin, can't install it.
Great vid, great store, any plans to models in the characters section, like police or fantasy characters? Either way great product certainly helped level up.
Hey Jamie, really love the tutorial, everything worked as it should in regards to the scan store assets, however I stumbled upon a problem regarding the metahuman from Unreal. I download it at "Highest Quality" but the textures import as 2048x2048. Any help/tips on that? Or am I doing something wrong. Cheers!
I've buy the female number 25 and it's a really great work ! love it ! the last thing and how can we tweak the skin tone to match the body and the head, it would be perfect after that ! love your work man
great texture quality, but there are 1 bug problem - the mh doesnt looks like the scan due to different face features, do you have any tips on apploying correct blendshapes alongside with your textures?
You would need the actual facial expression scans to do that and it would be a hugely expensive and time consuming task to retopologize and bake all of them over to metahuman I'm afraid.
two comments - 1. I notice that all of your base textures have eyebrows. Because you didn't select a similar eye brow in the creator, when the new texture is applied there is an eyebrow mismatch. you can see at the end of the eyebrows two 'tails'. This would require painting out the eyebrows on each of your (current) 55 models. 2. The heat maps are ignored - one of the things that give the metahumans the great look is where blood moves to and leaves parts of the face during expressions. Unfortunately, with those missing the upgrades are also downgrades in that department. Overall though, this is some spectacular stuff - and if your chrs don't need your own likeness, this is a great way to go.
At 4:53 marker, Track Markers (Active Frame) does not work when using Male 26 model. Also had the below errors when importing the fbx. A little frustrating to be honest. Male_26 has some nearly zero tangents which can create some issues. (Tolerance of 1E-4) Male_26 has some nearly zero bi-normals which can create some issues. (Tolerance of 1E-4)
This is great, thanks for the clear walk through, I'm wondering how did you add the realistic animations to these faces on the intro? Is there a facial rig animation preset that people could use? I know there are poses but I couldn't find any animation presets.
These look amazing! For 3d artists that don't work in Unreal, what would be the benefit of using metahumans? Is it because of the face rig and facial mocap?
After purchasing a Personal Single User Licence, how can I update it to a license that can be used commercially? I would like to know more about Metahuman Identity's license.
hello for some reason when I try to replace the basecolor with the albedo it does not change. I try hovering over the areas with the texture and it is red. Do you have any fix? neither will the normal or cavity maps. I am able to use them but only if I turn off texture streaming. But then nothing changes on the metahuman. Found a fix. Before I tried changing the textures I went into the BP and forced LoD to 1. So I had to change the LoD 1 model. I still had to disable texture streaming to get it to work, still not sure why. Update now any time I try to save the file it causes my game to crash. Going to try reverifying the engine.
@@3dscanstore yes I was using VT's. Totally a user error. I was still learning UE at the time and boy did I have alot to learn. Everythings working great now!
Could I use the same texture u used in the video but on a meta human that is a complete opposite race, age and gender and still yield just as good results?
We could do body textures no problem but we don’t have corresponding body textures for these heads as they were only head scans. But I could match them up and colour correct them. I’m just not sure if it’s worth it. As 99% of the time they are wearing clothes. Seems like a lot of work for something most people won’t use.
Any chance of a walk through of how to apply your realtime hair assets to a metahuman, the previous video for the realtime hair is all maramaset focused after fitting the hair to the new metahuman/character mesh.
I'm stuck with the next level. I download a Metahuman from Quixel however it does not have a linked identity so I can't add motioncapture. Any suggestions?
You need to use the metahuman animator or live link to animate the metahuman face. It’s just a plugin you need to enable in the plugins menu. There are lots of tutorials for it on UA-cam. Check out Bad decisions studios tutorials :)
@@3dscanstore Thanks for the reply. I can animate them in the project they were created in using those methods. However what I've done is made a new UE project, downloaded the metahumans I previously made from quixel bridge to my new project and they don't download with an identity so you can't apply animation. I'll keep looking.
Yes we accept all major credit cards on the store you can pay from any country in any currency. Prices are in GBP as we are a UK company but you can still pay in Dollars it will automatically do the conversion for you.
Amazing, I use to do it manually, with zWrap and texture projections, but this makes my workflow really faster! thanks i've already buy 2 heads, I've to make a kids, I think I'll use a young female textures, but I wonder if in future are you planning to scan kids like 7 YO, cause i've find out all your models are 18+, maybe is a restrictions for law? Kid's face are really differents from adults in the shape and rest, is not easy to make a MH kid.
Cheers, I'm really glad you like it! I'm afraid we cant scan anyone under 18. Child protection is very important to us and we dont want to see anything like that being misused by bad actors.
hi i have a question in case anyone could help , can i buy one of the meta identities but only use its normal and albedo on my metal human created model ? would it work with those uvs or does it work only for the mesh provided , thanks
Great video and outstanding results! We are way beyond the uncanny valley! My only concern is about the Normal maps mixed together in Photoshop. I don't think that's the best approach as Normal maps have their own unique way of giving information. Instead, I'd be try and use the node within the material like you'd use for a detailed Normal map. Ben Cloward explains it best in one of his video, let me know if you need a link and I can look it up.
Any advice on what to do to create a somewhat matching body texture ? Or atleast blend the line from the neck to the body so its not as prominent when the character is shirtless or wearing something that shows the line?
To blend the line you would either have to match the body texture tone and colour to the head texture and then just overlay the original head texture on top of the scan texture and use a large brush of heavily feathered selection along the bottom edge to delete the scan texture and reveal the matching head texture. Then they would match up. or you could do it the other way around and match the head to the body texture and do the selection delete along the bottom edge. Either way would work.
Fantastic. However, I already have created a metahuman with it`s distinguished look. I already made. How Can I just add the skin (texture and so on) without changing anything. Also, the character I made could have maybe different proportion of the heads i am seeing (and I want to buy) on the website. Will it be okay.
Hey James! This looks amazing! Wow! Could you add Identities for Hero Characters like the one from THE LAST OF US for example. Just "Hero" Type Characters. Female 45 could be an Elf Character from LotR or Male49 an Antagonist from StarWars. Most identities are not "Protagonist" like.. I hope you understand what I want to say. Is it possible to add these sort of identities?
Hey! archetypal hero characters are very hard to find in real life. A lot of the guys we have on here are super attractive models but the lack of hair and lighting always makes them look a bit strange. If you give me some examples of the types of faces you are looking for I will see what I can do during our next scanning session ;)
@@3dscanstore Hey! Thank you for answering! I know exactly what you are talking about and it is true! I have a Life Action DP Background so of course Lighting and Hair/Costume Design play a huge roll.. but the thing is you can´t make an action hero from a general or attractive person. Leonardo di Caprio as an Action Star? No.. But Harrison Ford definitely. So it would be nice to have Characters to play lead Roles, like I am looking for right now for a Sci-Fi UE5 Mini Series. A man who needs to travel through different Worlds through Portals, to get back in time to his homeworld or his evil Brother will steal his thrown and his wife. So for that I need a hero Character like the main Character from the Game: THE LAST OF US. A Person who went through a lot. Not necessarily with scarfs or Tattoos.. REACHER is a good example as! The Main Character has this "action" Face. I will show the WIP/ Previs soon and of course the final episodes on my new YT Chanel which I just made exactly for that: ua-cam.com/channels/kmPvfduLCYbFt8XYumbsjQ.html If I can/will use your "products" I will of course mention you! It is just a great resource!
@@3dscanstore Thank you! I am so much behind.. I already have footage captured.. hours.. But I can´t find time to edit them to upload.. but I will until end of year post the first video. Merry Christmas and I´ll keep watching out! Thanks!
@3dscanstore the only thing I'm confused about is I downloaded a female head and some textures from your online store and the download was for Blender?
I'm gonna make a game where you're just starting at eyes and noses and you have to try and sync facial movements to music, cuz what else is this stuff good for
@@3dscanstore ah thank you! After a while I found it out as well. This nasty lod -1 is the reason for all problems in the world, including poverty and war.
As long as they are in metahuman yes, all the textures are baked to the metahuman UVs. If you want something more universal with Ztools and 16k textures for custom work take a look at our HD heads on the store :)
I'm trying to click on (Use selected asset from content browser) button with my texture selecte and it is not working... Any one has an idea how to fix this ?
ok I just figured it out. if you have a (VT) in your image texture then it means that you are using Virtual textures (Udims) which the metahumans don't use. the solution is to double click on the texture with the VT and uncheck Virtual texture and save. then it will work like a charm ! :)
Ok great, if you want a pretty head shot BUT if you need a complete character with a body which strangly most people have, out of luck, you will end up with the default Epic skin with thoses nasty painted on undies that limit the clothing you can put on them
No offense, but that is on you right? They are offering these heads. You will have to learn how to do the rest. I know it's not as easy as googling how to make an apple pie, but there are full body assets and software that can parent the skeletons together, match the skin colors and feather the seem etc. Yeah takes work, but look at the level of quality possible now. Only limit is your knowledge. Nearly every tool needed is free.
@@3dscanstore estoy en tu web, y todas las caras 3D valen 70 £. Una pregunta ¿ Si quisiera comprarlas se pueden utilizar para crear un videojuego con unreal ?
It’s worth it, they have a deal going right now too for only 17 dollars. The skin fits on any MetaHuman model you put them on so you’re not stuck using one model. Most importantly they’re higher quality than the MetaHuman base textures which is a drastic difference
Beautiful. When you said "in this video, we are going from this to this" and the contrast between the base model material from MH and your setup, beautiful, I'm delighted with your results, the base MH materials always looked, for lack of a better word, "plastic" for me.
Thanks you so much! I’m really glad you like what we’re doing :)
Great process! Would love to see some 3DScanStore provided wrinkle maps in the future. I could see it being useful having a pack of 10 or so wrinkle normal/AO sets that we can overlay on any character textures which don't contain any baked in pores/details like the exported MH ones do.
Could also decouple them from the skin textures as well, and simply blend them in the Unreal skin material, avoiding the need to have 1+3 textures for every MH, but instead 1 texture + 3 shared wrinkle maps for all characters.
Cheers! yes I could do some nice wrinkle maps, were actually working on a prototype for that at the moment :)
These look great, and lovely clear explanation. I've been doing those wrinkle maps additions ever since metahuman was in beta. Nice work as usual. Cuts out needing to use wrap.
Thankyou, yes I did all the boring wrap stuff for you :)
The Mario 64 title screen has come a long way.
lol
Letsa go
I love the 3D Scans and tutorials. Definitely going to pick a few up. Please upload more tutorials.
One of the best tut on how to squeeze a great look out of this revolutional tool. Thank you so much!
Interesting! Might give this a try on our new Darth Maul metahuman. Thinking of switching the normal & cavity maps and see if there will be improvements. Exciting stuff guys! Thanks for releasing this :)
Cheers, drop me an email if you like jamie@ten24.info I’m happy to send you over some textures. I used your videos a lot when I was trying to learn unreal so I’m happy to repay the favour.
Amazing! You are the best, James! Can't wait to play around with these!
Thanks so much Josh! I hope you like them :)
Amazing resources. There is a lot of structure lost however with the conversion and upload to the MH cloud editor. Is there an extra stage where you could use the scan as a blendshape to regain that lost detail in the mesh structure?
Also, are these Metahuman meshes using the same topology as other Scan Store products, or are they using the MH topology? Cheers. Edit: sorry, yes I see on your site that the meshes are decimated with baked Metahuman UVs.
Edit 2: Yes, for anyone wondering, these scans are based on the same UVs as all the other Scan Store heads so if you already own maps you can apply them directly. 👍
Edit 3: actually no. 😄Once I download the new custom MH back into UE the texture doesn't line up, even though both textures line up fine in Zbrush before going to UE?
Thank you so much for these textures. I am on my 2nd film using them. I keep coming back to this guide and I always have a little chuckle to myself when you say what you say at 7:28 because I'm immature
OMG!!! These look amazing!!!!!!! WOOW!!
Thank you!
Absolutely Amazing! Looking forward to more custom metahuman content!
Thank you I’ll do my best :)
This is a fantastic tutorial, pace and everything, thank you for sharing
Thank you, and it’s my pleasure :)
Just purchased one of these!
Very happy!
Great work :)
Amazing workflow, Thanks a lot for providing clear explanation.
My pleasure :)
These are dope! Great work sir!
Thank you!
Pure gold. Thx for sharing!
Cheers and my pleasure :)
This is so super helpful, thank you!
@@kimberlykatiti6969 My pleasure :)
Thank you! Love your product and the lighting tips in this tutorial helped me a lot too..
That intro. Flawless renderings.
Thank you so much!
@@3dscanstore do you have a tut on Metahuman rendering, regarding ideal settings?
@@davidmonteiro6822 no not at the moment I’m afraid but I was thinking about doing one in the new year.
Bloody brilliant mate!
Cheers!
great work realy adds more to the flat metas!!
Thank you!
Nice work James! Would love to see new eye textures added to the store as well. The default metahuman eyes break the illusion in my opinion.
Amazing. This is next level MetaHuman. But in order to be a complete new option to MetaHumans you must have custom expression wrinkle maps for each head that follows the wrinkles that each face have in neutral pose. Particularly older person will have marked wrinkles in the forehead and other areas with out making any expression, so when a expression is made the "expression wrinkles" must follow those particularly wrinkle patterns. I really hope you add custom wrinkle maps for each individual head. It may be a lot of work but is really the only way...
Thank you so much! I’m afraid custom wrinkle maps for these would represent a economically unviable product. Doing the 6 extra expressions, retopologising, cleaning wrapping and projecting them would add years worth of work to the project. And it simply wouldn’t be viable for a team our size. As cool as they look I doubt we will do huge sales figures and I couldn’t justify a project that long for something like this. We don’t have Epic level funding :) so the choice was lots of diversity and heads with metahuman wrinkle maps (which work well) or a few heads with wrinkle maps. So we chose the former as it allows us to sell them cheap and have a lot of cool diverse faces and maps on there :)
We are working on a fully captured head now with all the wrinkle maps, just to see how it would look. 🎉
Great. I'll be waiting for that!
looking great!!! i didnt know about that, thank youu
Thanks you, I’m glad it’s helpful.
I've downloaded the free scan to test out. Comparing the Scan head to the MH head the UVs don't match up? So I'm curious as to how that works out with the process? I already own a lot of Scan Store high res heads so I wanted to see if I could just ZWrap them and have the UVs match up.
could you possibly delve more into the process of Mocap of MH's on unreal? I know there is a fair bit of tutorials on the web but you teaching style is quiet nice and seems to resonate with me. thank you in advance. cheers !
Hey Chris, I could certainly do something on metahuman animator, but to be totally honest I would just be repeating what countless other tutorials have said. I’m going to do a Portrait Lighting tutorial next I think. Then maybe after that I could do one on MHA but honestly I think it would be a bit of a waste of time for me as no one would really watch it due to the info already out there :)
Whaaaat, this is Incredible!!
Cheers!
Great tutorial. Very helpful. Amazing results
Thank you!
Excellent! More tips on how to make the metahumans even more realistic please!
Coming your way!
YES, this is amazing!
Thank you!
Great stuff James
Hi James, thanks for this workflow and explanation. It's quite good for rendering face, not full character. It will be great if you will create tutorial how to adjust body skin tone or body textures with face. That's the only thing that stops me from buying it.
Cheer :) I’ll see what I can do :)
Briliant... BRILIANT CONTENT
Great work
Thank you so much 😀
Great thing, very practical
Thank you!
This is really excellent, however I noticed the neck/body seam. Will there be full body textures later for arms/chest or will this assume the body will be clothed?
Hi, yes we are assuming the body has clothes on :)
I could not get this to work. Step at 3:53 is where I don't have the MetaHuman Animator step available. I do have MetaHuman Project Utilities experimental, enabled. But marketplace is saying unavailable for plugin, can't install it.
You need to install it as a plugin :)
Great vid, great store, any plans to models in the characters section, like police or fantasy characters? Either way great product certainly helped level up.
Thank you! yes we are looking at rigging those and having them Unreal Ready next year :)
Hey Jamie, really love the tutorial, everything worked as it should in regards to the scan store assets, however I stumbled upon a problem regarding the metahuman from Unreal.
I download it at "Highest Quality" but the textures import as 2048x2048. Any help/tips on that? Or am I doing something wrong. Cheers!
Cheers :) Hmm im not sure, I think you can set the map resolution somewhere in the download settings but everytime Ive done it they come down as 8k
I've buy the female number 25 and it's a really great work ! love it ! the last thing and how can we tweak the skin tone to match the body and the head, it would be perfect after that ! love your work man
Fantastic walk through. Quick question though, how were you swapping the textures so fast at 22:38?
What about the rest of the body ? There seems to be a great difference.... Would it be possible to use some of Scan Store textures for the body ?
great texture quality, but there are 1 bug problem - the mh doesnt looks like the scan due to different face features, do you have any tips on apploying correct blendshapes alongside with your textures?
You would need the actual facial expression scans to do that and it would be a hugely expensive and time consuming task to retopologize and bake all of them over to metahuman I'm afraid.
16:10 Why don’t you add wrinkle maps to the “Base Color” slots? After all, they are there too
You can easily do it just load the metahuman maps over the top in PS use the highpass filter and overlay it onto the colour map :)
If I buy one of the packages, can I use the texture folder on the bluebrint of my current metahuman? Would that work?
Yes absolutely :)
Excellent
Thank you!
🔥🔥
two comments - 1. I notice that all of your base textures have eyebrows. Because you didn't select a similar eye brow in the creator, when the new texture is applied there is an eyebrow mismatch. you can see at the end of the eyebrows two 'tails'. This would require painting out the eyebrows on each of your (current) 55 models. 2. The heat maps are ignored - one of the things that give the metahumans the great look is where blood moves to and leaves parts of the face during expressions. Unfortunately, with those missing the upgrades are also downgrades in that department. Overall though, this is some spectacular stuff - and if your chrs don't need your own likeness, this is a great way to go.
How to make my scan to metahuman use your texture @3D Scan Store?
You need to bake your textures from your scan onto the metahuman UVs using something like Wrap 3 :)
At 4:53 marker, Track Markers (Active Frame) does not work when using Male 26 model. Also had the below errors when importing the fbx. A little frustrating to be honest.
Male_26 has some nearly zero tangents which can create some issues. (Tolerance of 1E-4)
Male_26 has some nearly zero bi-normals which can create some issues. (Tolerance of 1E-4)
This is great, thanks for the clear walk through, I'm wondering how did you add the realistic animations to these faces on the intro? Is there a facial rig animation preset that people could use? I know there are poses but I couldn't find any animation presets.
Thank you, I used the metahuman animator plugin with my Phone 14 to capture some animation :)
These look amazing! For 3d artists that don't work in Unreal, what would be the benefit of using metahumans? Is it because of the face rig and facial mocap?
Cheers :) yeah its all about the rigging and unreal is a great piece of software for lighting and rendering too.
Can these be used in with random unrelated Metahumans?
yes they are compatible with all metahumans :)
After purchasing a Personal Single User Licence, how can I update it to a license that can be used commercially?
I would like to know more about Metahuman Identity's license.
Yes you can indeed, just drop us an email if you would like to upgrade and we can sort it all out for you :)
hello for some reason when I try to replace the basecolor with the albedo it does not change. I try hovering over the areas with the texture and it is red. Do you have any fix? neither will the normal or cavity maps. I am able to use them but only if I turn off texture streaming. But then nothing changes on the metahuman. Found a fix. Before I tried changing the textures I went into the BP and forced LoD to 1. So I had to change the LoD 1 model. I still had to disable texture streaming to get it to work, still not sure why.
Update now any time I try to save the file it causes my game to crash. Going to try reverifying the engine.
Do you have a VT in the bottom of the texture icon, it could be that you are using virtual textures?
@@3dscanstore yes I was using VT's. Totally a user error. I was still learning UE at the time and boy did I have alot to learn. Everythings working great now!
Hey! what about the body texture? Becouse in metahuman body textures are pretty simple
We cant do them at the moment dude to the unreal rules around nudity.
@@3dscanstore Bigot Unreal
Do the pores on metahumans stretch like real pores? Or are they just being stretched along the mesh as it moves?
They are just stretched at the mesh moves.
Could I use the same texture u used in the video but on a meta human that is a complete opposite race, age and gender and still yield just as good results?
You can use these textures on any metahuman :)
Will you also eventually release textures for the rest of the body?
We could do body textures no problem but we don’t have corresponding body textures for these heads as they were only head scans. But I could match them up and colour correct them. I’m just not sure if it’s worth it. As 99% of the time they are wearing clothes. Seems like a lot of work for something most people won’t use.
Any chance of a walk through of how to apply your realtime hair assets to a metahuman, the previous video for the realtime hair is all maramaset focused after fitting the hair to the new metahuman/character mesh.
*a metahuman in UE5 workflow i mean
Im going to look into this next week, Ive not tried rendering our hair in UE yet.
any update about this? Would be awesome if your hairpackages work within unreal@@3dscanstore
have for iclone ?
Im afraid not
I'm stuck with the next level. I download a Metahuman from Quixel however it does not have a linked identity so I can't add motioncapture. Any suggestions?
You need to use the metahuman animator or live link to animate the metahuman face. It’s just a plugin you need to enable in the plugins menu. There are lots of tutorials for it on UA-cam. Check out Bad decisions studios tutorials :)
@@3dscanstore Thanks for the reply. I can animate them in the project they were created in using those methods. However what I've done is made a new UE project, downloaded the metahumans I previously made from quixel bridge to my new project and they don't download with an identity so you can't apply animation.
I'll keep looking.
@@pandoraskeyboard yeah the metahuman identities that we supply won’t be saved to your quixel bridge metahumans. They are per project.
Question, can you apply these textures on any metahuman?
Yes you can indeed :)
how did the UVs automatically line up?
Not sure if this has been asked, but can I buy stuff with USD?
Yes we accept all major credit cards on the store you can pay from any country in any currency. Prices are in GBP as we are a UK company but you can still pay in Dollars it will automatically do the conversion for you.
@3dscanstore Awesome thanks!
Amazing, I use to do it manually, with zWrap and texture projections, but this makes my workflow really faster! thanks i've already buy 2 heads, I've to make a kids, I think I'll use a young female textures, but I wonder if in future are you planning to scan kids like 7 YO, cause i've find out all your models are 18+, maybe is a restrictions for law?
Kid's face are really differents from adults in the shape and rest, is not easy to make a MH kid.
Cheers, I'm really glad you like it! I'm afraid we cant scan anyone under 18. Child protection is very important to us and we dont want to see anything like that being misused by bad actors.
Would be great to have the body as well!
hi i have a question in case anyone could help , can i buy one of the meta identities but only use its normal and albedo on my metal human created model ? would it work with those uvs or does it work only for the mesh provided , thanks
Yes you can indeed. The texture will work on any metahuman :)
@@3dscanstore ty
They look so cool up close, but I hope they add attractive looking mofos
Me: Completed 2 UE5 tutorials
This guy: casually created the Oracle from The Matrix.
Great video and outstanding results! We are way beyond the uncanny valley!
My only concern is about the Normal maps mixed together in Photoshop. I don't think that's the best approach as Normal maps have their own unique way of giving information. Instead, I'd be try and use the node within the material like you'd use for a detailed Normal map. Ben Cloward explains it best in one of his video, let me know if you need a link and I can look it up.
Is it still possible to get the 40% OFF INTRODUCTORY OFFER? Thx
There is 45% off at the moment if you're quick :)
@3dscanstore missed it and bought to full price :)
@@martinmenso6671 drop me a mail Jamie@ten24.info :)
Hmmm this is a bummer so in the end it's just scan heads and we have to go through all the pipeline of the classic Scan to metahuman?
Yep, it requires a little bit of work. We can’t sell actual metahumans, that would be totally against the Epic terms and conditions.
Any advice on what to do to create a somewhat matching body texture ? Or atleast blend the line from the neck to the body so its not as prominent when the character is shirtless or wearing something that shows the line?
To blend the line you would either have to match the body texture tone and colour to the head texture and then just overlay the original head texture on top of the scan texture and use a large brush of heavily feathered selection along the bottom edge to delete the scan texture and reveal the matching head texture. Then they would match up. or you could do it the other way around and match the head to the body texture and do the selection delete along the bottom edge. Either way would work.
Can you use stable diffusion images as textures or something in that context of creating your metahuman
I’m sure you could.
Fantastic. However, I already have created a metahuman with it`s distinguished look. I already made. How Can I just add the skin (texture and so on) without changing anything. Also, the character I made could have maybe different proportion of the heads i am seeing (and I want to buy) on the website. Will it be okay.
You can just use the textures, they will work with any metahuman. You don’t have to do the mesh to Metahuman part of the tutorial :)
This is unreal. wow.....
Hey James! This looks amazing! Wow! Could you add Identities for Hero Characters like the one from THE LAST OF US for example. Just "Hero" Type Characters. Female 45 could be an Elf Character from LotR or Male49 an Antagonist from StarWars. Most identities are not "Protagonist" like.. I hope you understand what I want to say. Is it possible to add these sort of identities?
fully agree, i just bought a few to try but i was struggling to find any hero/main characters.
Hey! archetypal hero characters are very hard to find in real life. A lot of the guys we have on here are super attractive models but the lack of hair and lighting always makes them look a bit strange. If you give me some examples of the types of faces you are looking for I will see what I can do during our next scanning session ;)
@@3dscanstore Hey! Thank you for answering! I know exactly what you are talking about and it is true! I have a Life Action DP Background so of course Lighting and Hair/Costume Design play a huge roll.. but the thing is you can´t make an action hero from a general or attractive person. Leonardo di Caprio as an Action Star? No.. But Harrison Ford definitely.
So it would be nice to have Characters to play lead Roles, like I am looking for right now for a Sci-Fi UE5 Mini Series.
A man who needs to travel through different Worlds through Portals, to get back in time to his homeworld or his evil Brother will steal his thrown and his wife. So for that I need a hero Character like the main Character from the Game: THE LAST OF US. A Person who went through a lot. Not necessarily with scarfs or Tattoos.. REACHER is a good example as! The Main Character has this "action" Face.
I will show the WIP/ Previs soon and of course the final episodes on my new YT Chanel which I just made exactly for that: ua-cam.com/channels/kmPvfduLCYbFt8XYumbsjQ.html
If I can/will use your "products" I will of course mention you! It is just a great resource!
@@mayastaticIll see what I can do :) the videos on your channel look great btw :)
@@3dscanstore Thank you! I am so much behind.. I already have footage captured.. hours.. But I can´t find time to edit them to upload.. but I will until end of year post the first video. Merry Christmas and I´ll keep watching out! Thanks!
This is amazing and opens up a world of possibilities - especially as you add more of your scans. Exciting times!
Thankyou! I’m glad you like them :)
Can this work in Blender?
No just for unreal Im afraid
@3dscanstore the only thing I'm confused about is I downloaded a female head and some textures from your online store and the download was for Blender?
I'm gonna make a game where you're just starting at eyes and noses and you have to try and sync facial movements to music, cuz what else is this stuff good for
@@javebjorkman are you saying realistic digital characters are no good to anyone?
Wowwwwww
Cheers :)
When I move too far away from the meta human the textures turn back to old
You need to disable LODs on the metahuman. Have a look on YT for some tutorials there are a few good ones. It’s very easy to do :)
@@3dscanstore ah thank you! After a while I found it out as well. This nasty lod -1 is the reason for all problems in the world, including poverty and war.
good
Thanks :)
For full body its possible?
Not currently Im afraid
when I try to drag and drop the scan texture on my metahuman it shows red and doesnt let me. How would I fix this?
noticed it also shows VT on the textures dont know if that might be part of the issue
worked it out.. Just right clicked and there was an option to make it a normal texture !
Hey James! awesome tut, may I ask if you take internships at Ten24?
Thankyou, and I'm afraid we're not at the moment but maybe next year! we have a big project coming up.
@@3dscanstore oh that’s awesome, yes this would be around may-June ideally.
can this be used used to level up our own custom heads?
As long as they are in metahuman yes, all the textures are baked to the metahuman UVs. If you want something more universal with Ztools and 16k textures for custom work take a look at our HD heads on the store :)
@@3dscanstore thank you
I'm trying to click on (Use selected asset from content browser) button with my texture selecte and it is not working... Any one has an idea how to fix this ?
ok I just figured it out. if you have a (VT) in your image texture then it means that you are using Virtual textures (Udims) which the metahumans don't use. the solution is to double click on the texture with the VT and uncheck Virtual texture and save. then it will work like a charm ! :)
yea 300+MB per singular human is too much for 90% of projects imho, or maybe i am wrong? I'd love to be wrong
Watching all the videos, I wonder if there are only black and Asian meta humans..
Literally the first two shots of the video are white people. Not sure what your talking about.
can't you just send the project? hehe i wiisihhhh
this is way to long process
Ok
Ok great, if you want a pretty head shot BUT if you need a complete character with a body which strangly most people have, out of luck, you will end up with the default Epic skin with thoses nasty painted on undies that limit the clothing you can put on them
I think this looks pretty good for clothing. metatailor.app/
No offense, but that is on you right? They are offering these heads. You will have to learn how to do the rest. I know it's not as easy as googling how to make an apple pie, but there are full body assets and software that can parent the skeletons together, match the skin colors and feather the seem etc. Yeah takes work, but look at the level of quality possible now. Only limit is your knowledge. Nearly every tool needed is free.
Being specific is way more helpful than being vague and condensing. It sounds like you barely even have an idea of what you’re talking about.
70€ ?????? 😂😂😂😂
@@JESSJAMES1886 they are £29.99 and are currently on sale for £13.99.
@@3dscanstore estoy en tu web, y todas las caras 3D valen 70 £. Una pregunta ¿ Si quisiera comprarlas se pueden utilizar para crear un videojuego con unreal ?
metahuman free, scan store not. pass.
It’s worth it, they have a deal going right now too for only 17 dollars. The skin fits on any MetaHuman model you put them on so you’re not stuck using one model. Most importantly they’re higher quality than the MetaHuman base textures which is a drastic difference
wooooow!😍😍😍
Cheers ;)