How to transfer your head model WITHOUT PLUGINS to MetaHuman with absolute precision!

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  • Опубліковано 25 гру 2024

КОМЕНТАРІ • 41

  • @weblotus
    @weblotus 7 місяців тому +3

    I was searching for it! 🥳 Thanks!

  • @Uniquegirl09-l3
    @Uniquegirl09-l3 7 місяців тому +2

    Wow😯you are so great 💙💙

  • @BAYqg
    @BAYqg 3 місяці тому +1

    WOW! I would give it a try!

  • @TheVeiledGospels
    @TheVeiledGospels 7 місяців тому +2

    Thank you for your nice tutorial.its very useful for me❣️❣️more vedio please!

  • @halimgarciagendis248
    @halimgarciagendis248 Місяць тому +1

    This is awesome!!! I'm working on a Lion head Human body character using Unreal and Metahuman, I will test this technic. But my question is, in your experience, do you think it would work? Thanks for sharing this!!!

    • @Alexander_Beim
      @Alexander_Beim  Місяць тому +1

      Thank you for your comment! In this case, the best way to find out is to give it a try yourself. Wishing you lots of success!

    • @halimgarciagendis248
      @halimgarciagendis248 Місяць тому

      @@Alexander_Beim I'm on it, Thanks 🙏

  • @Tridev_Roy
    @Tridev_Roy 4 місяці тому +1

    Awesome 🤩

  • @Jordan-hb8bx
    @Jordan-hb8bx 3 місяці тому +4

    Video is great! However, I am getting an error " failed to add already conformed mesh. The mesh must be compatible with metahuman topoloy for this operation. reason:mismatch num vertices". We are trying to create a custom head in zbrush, but we matched the vertice number order with a base meta human head, so not sure exactly what the error is pointing at.

    • @Alexander_Beim
      @Alexander_Beim  3 місяці тому +1

      Probably you subdividing mesh in ZBrush. This change the vertices order. Before you import the model, you need to bring them to original order.

    • @wookaseek
      @wookaseek 3 місяці тому +1

      Did you try to take that head from Saved folder? If no here is my tip:
      - execute command in console: mh.identity.exportmeshes 1
      - make all your steps to solve metahuman identity
      - after you push the "MetaHuman Identity Solve" button you should see a file inside your Project's folder - go to Saved and check folders for you conformed mesh (it should be .obj file)
      - edit it inside your 3D application, but you can't add or remove vertexes
      - save as .obj and import to Unreal
      - continue this video from 7:20
      Considering you made previous steps right, your MetaHuman should be fine.

  • @unatiry5614
    @unatiry5614 22 дні тому +1

    Then, what should I do when I finish it at the end and export it to Unreal? Do I choose mash, DHIHAED, and ROOT from G-Brush? Or do I choose DHIBODY? I want to know how to EXPORT

    • @Alexander_Beim
      @Alexander_Beim  22 дні тому

      when you finished to sculpting your head in zbrush, you need to export a head as obj file. This is all in video. Please watch.

  • @sajans3998
    @sajans3998 7 місяців тому +2

    Good information, can you make a tutorial that shown to modify metahuman body?

    • @Alexander_Beim
      @Alexander_Beim  7 місяців тому +1

      The body depends on what kind of body? Just a body with the same topology can be changed with blend shapes. For a different topology, you need to create a new skin for the same skeleton. For a different skeleton, you need to connect the MetaHuman head to your new body. There are many ways to work with the body according to your goal.

    • @sajans3998
      @sajans3998 7 місяців тому

      @@Alexander_Beim i mean same topology. but if I modify the body, can I send that back to metahuman editor?

    • @manollobango
      @manollobango 7 місяців тому

      ​@@Alexander_Beim
      Would you mind to make a video pointing out all the current possible ways to create full body MetaHumans and what the difference is between each solution?

  • @mohammaddh8655
    @mohammaddh8655 2 місяці тому

    10:15 more unexpected , bru i'm dying here 😂

  • @imb1318
    @imb1318 7 місяців тому +2

    THank you so much...

  • @johnnyblack7606
    @johnnyblack7606 Місяць тому +1

    its always looks easy when you don't mess with different face proportion.try to do stylized character with eyes twice or three times larger and very large and wide eye sockets you will get tiny eye balls and all the extra face meshes will go bazurk on ya.. nice tutorial but it is really only for human looking elfs maybe

    • @Alexander_Beim
      @Alexander_Beim  Місяць тому +1

      Yes, you're absolutely right. To create a Metahuman head that deviates significantly from human proportions, it's best to use plugins.

    • @philykos
      @philykos 8 днів тому

      What kind of plugins? Looking for a workflow to import custom stylised characters and do facial mocap​@Alexander_Beim

  • @BlockchainEazy
    @BlockchainEazy Місяць тому +1

    I am not sure what I am doing wrong. When I download the head and sculpt it in Zbrush after building a metahuman with the exported mesh the long ears etc do not show..

    • @Alexander_Beim
      @Alexander_Beim  Місяць тому

      Did you import your head as a Conformed Mesh?

  • @mohammaddh8655
    @mohammaddh8655 2 місяці тому +2

    hi hope your doing great
    i tried this and i got "failed to add already conformed mesh." ( probably cuz of changing the vertices order )
    i did sub so it failed , i did without sub but failed , i did it with no sub and no change and still failed
    so i think im doing this wrong from the start
    my question is this
    - how did you exported the head from unreal ? ( i was unable to make the bridge to maya work , the plugin is not working so in UE i clicked on assets action -> export -> FBX then opened it with c4d and exported the mesh only in fbx )
    - how you turned the triangles to quads ?
    - i saw that you smooth the mesh and subdivided how did you smooth it and how did you made it to work even after you subdivided ?
    sorry if my questions are dumb and too much , im a web developer and have very little knowledge and experience ( but i have lot of passion so i will learn what ever you tell me )
    THANKS A LOT

    • @Alexander_Beim
      @Alexander_Beim  2 місяці тому +1

      Look here:
      ua-cam.com/video/dv-kpdebub8/v-deo.htmlfeature=shared&t=523
      So you can also export a quad mesh for editing.

    • @mohammaddh8655
      @mohammaddh8655 2 місяці тому

      ​@@Alexander_Beim thanks a lot , im gone try it right now

    • @mohammaddh8655
      @mohammaddh8655 2 місяці тому +2

      @@Alexander_Beim thanks a lot , it took me some time but i did it
      this is my first ever successful attempt thanks to you ♥

  • @soepdelsoep
    @soepdelsoep 7 місяців тому +1

    Hi, Thank you for the tutorial! Unfortunately I also get the error "Failed to add already conformed mesh. The mesh must be compatible with MetaHuman topology for this operation. Reason: Mismatch Num Vertices". I used a metahuman base.. I have one LOD group LOD0 and I sculpted it in Blender. Advice would be highly appreciated!

    • @Alexander_Beim
      @Alexander_Beim  7 місяців тому

      Sorry, but I don't use Blender. Maybe you need to find out how to transfer vertex numbers from the Metahuman mesh to yours that you sculpted. Unfortunately, I don't know how it works in Blender.

  • @user-tu9ox4hj9g
    @user-tu9ox4hj9g 2 місяці тому +1

    Educational rule: in the videos introduction, state all applications that will be used in your pipeline so students can stay or skip the video depending on which applications they own. Not everyone uses Maya and this also gives an overview what were diving into and what resources we need

    • @Alexander_Beim
      @Alexander_Beim  2 місяці тому +1

      Maya and ZBrush are auxiliary tools for creating custom Metahumans. The same tasks I perform in Maya can also be done in Blender or other programs, which I mention in the video. When it comes to a custom Metahuman, the underlying principles are what matter, and the choice of program for modifying the original model for import into Unreal Engine is entirely up to you.

  • @itxSaurabhvfx
    @itxSaurabhvfx 3 місяці тому +1

    i am not able to download metahuman in bridge application. whenever i try to download it show that (use in bridge Ue5). and not downloading. what should i do? please help

    • @Alexander_Beim
      @Alexander_Beim  3 місяці тому

      Hello. Inside Unreal Engine, with the MetaHuman loaded, go to the Bridge Plugin and find the option to Export the MetaHuman.
      You’ll need to install the Maya Live Link Plugin from the Epic Games Launcher if you haven't already.
      The Live Link Plugin allows you to export your MetaHuman and animate it inside Maya.

  • @imb1318
    @imb1318 7 місяців тому +1

    Hi, this error always coming. "Failed to add already conformed mesh. The mesh must be compatible with MetaHuman topology for this operation. Reason: Mismatch Num Vertices" What i do?
    "I used meta human base for this"

    • @Alexander_Beim
      @Alexander_Beim  7 місяців тому +1

      Hi. It's important to use the same level of detail, the highest LOD. Also, when you've edited it in ZBrush, upon exporting it, it should have only one polygroup.

    • @imb1318
      @imb1318 7 місяців тому

      @@Alexander_BeimThank You. I will Try it.

    • @imb1318
      @imb1318 7 місяців тому +1

      @@Alexander_Beim It's Worked. Thank You So Much

  • @AdrianoOliveiraUFC
    @AdrianoOliveiraUFC 7 місяців тому +1

    Excellent! I am about to begin an Unreal short movie and I need a realistic girl. Would you use the s approach to develop a 10 years old Metahuman female child -- or the plugins/scripts are needed?

    • @Alexander_Beim
      @Alexander_Beim  7 місяців тому

      You can create a custom head like in this tutorial, and then create a custom small body.

  • @uvinduabhishek-fg7te
    @uvinduabhishek-fg7te 7 місяців тому +2