How to use Modular Character with MetaHuman in UE5

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  • Опубліковано 21 лис 2024

КОМЕНТАРІ • 11

  • @easybreathy3890
    @easybreathy3890 5 днів тому +1

    Nice work, very informative, thanks

  • @breakdancerQ
    @breakdancerQ 8 днів тому +1

    nice man demo worked like a charm you guys have nice models!

  • @METATAILOR
    @METATAILOR 13 днів тому +6

    Awesome video. Lets compare that to doing it with METATAILOR.

    • @InzideEntertainment
      @InzideEntertainment 3 дні тому

      I would watch that video.

    • @ascarselli
      @ascarselli 2 дні тому

      ​@@Feer50k please share your CC4 method, it would be much appreciated.

  • @predragpesic5953
    @predragpesic5953 4 дні тому +1

    Fantastic video. A question... You used alphas in order to mask out those parts of the body that may overlap with the clothing. Is there a way to select or mark a group the polygons and then store that as a selection set? And then be able to toggle the visibility of that selection set? Maybe via vertex painting or something? For example, that is how Bethesda did it for Skyrim (and probably for some other of their games). So each time you create a piece of armor, like say a pair of boots, you would export it with the selection set data (they called it BS Dismember/Deformer, something like that). And the selection set data would include the polygons of both feet and anything that the boots may overlap with, such as the lower portion of the calves for both legs. For an arm bracer, you would hide the hand and half of the elbow area, etc. All depending on what the armor piece is supposed to cover, and where the overlapping issues may occur. For a fingerless glove, you would leave the fingers visible, for example.

    • @std_void
      @std_void 12 годин тому +1

      I suppose, Vertex paint would work. Search for Vertex Paint Materials Blending etc.

  • @TheSebledingue
    @TheSebledingue 3 дні тому

    Hi. The Set leader pose node does not seem to work with GASP. Do you know how to make a modular character with GASP please?

  • @samuelenslin1850
    @samuelenslin1850 11 днів тому

    Now enable raytracing....does it crash for you as well then?
    Because I´ve been stuck on this for ever, getting a crash related to GPU skin cache when using raytracing with a character blueprint that uses Lead pose component.
    Couldn´t figure out why yet, would help me out if you could confirm, so I can further troubleshoot...:)
    Great tutorial nonetheless...:)

    • @99Bflash99
      @99Bflash99 9 днів тому

      you should consider posting your problem on their official UE5 Thread. Sometimes develeoper themselfs respond. Its worth a try

  • @iaroslavgrygorash5443
    @iaroslavgrygorash5443 16 днів тому

    Good job guys!