How to Create a Metahuman with CUSTOM 3D Scan Store Textures

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  • Опубліковано 29 сер 2024

КОМЕНТАРІ • 53

  • @jorelodell
    @jorelodell Рік тому +3

    Incredible!!! I will someday learn how to do this! Thank you!🔥🔥🔥

  • @tomisackmann
    @tomisackmann Рік тому +3

    Great video man!

    • @animarch3D
      @animarch3D  Рік тому +1

      Cheers Tomas! Your Enzo project was a huge inspo when learning UE5, can’t wait to see what you do next man

  • @KingdomCrafter
    @KingdomCrafter Рік тому +1

    Sharing all the secrets!! Great job man, really well put together!

  • @robcurrie4182
    @robcurrie4182 Рік тому +2

    Fantastic tutorial, thank you for this. Its the first video Ive seen where the whole process is explained from start to finish, really appreciated!!

    • @animarch3D
      @animarch3D  Рік тому +1

      Thanks Rob! I was actually worried when I did it that it might have been too much back and forth, but people are seeming to like it! I've got some really cool stuff coming up you might like, so keep an eye out. Thanks for the support man!

  • @yotube....
    @yotube.... Рік тому +1

    U HAVE NO CLU HOW MUCH ME LOVE U

    • @animarch3D
      @animarch3D  Рік тому

      How good! I’m glad it helped, let’s GOOO 🚀!!!

  • @draze137
    @draze137 Рік тому +1

    Amazing bro !

  • @andiinzinger9688
    @andiinzinger9688 Рік тому +1

    Just came across this tutorial by chance. Conclusion after watching it: excellent! ;) The only thing I didn't quite get is, where is the mesh with the clean topology from that you project the 3d Scan Store data onto?

    • @animarch3D
      @animarch3D  Рік тому

      Cheers Andi! So the original mesh was my own that I sculpted. It had good topology, but it really doesn’t matter if it is good topology as you’re just using it as a reference for the new scan data mesh to wrap to. Hope that helps!

    • @andiinzinger9688
      @andiinzinger9688 Рік тому +1

      aah I see, that makes sense! This absolutely helps yes, thanks man!

    • @animarch3D
      @animarch3D  Рік тому +1

      @@andiinzinger9688 you got it brother 👊🏼

  • @Cinematoginsanantonio
    @Cinematoginsanantonio Рік тому +1

    Thank you I’ll have you to thank for later

  • @stpauldudko
    @stpauldudko Рік тому +2

    Ahem… you could export skeletal mesh from Bridge to Maya directly, right?

    • @animarch3D
      @animarch3D  Рік тому +2

      That’s correct, two reasons I didn’t was that it exports the entire mesh, which I didn’t need, and even worse Bridge to Maya 2023 isn’t supported yet! But yep, you definitely could and achieve the same result.

  • @user-bz7my5ri1d
    @user-bz7my5ri1d 3 місяці тому

    Great tutorial really helpful. Any advice or resources on how to achieve getting one of the full body scans from a scan store full body rigged and working so you keep the true likeness?

    • @animarch3D
      @animarch3D  3 місяці тому

      eyy cheers man! im guessing you mean in unreal? Id do a similar process, to be honest, but now as of 5.4 they have released rigging inside of unreal. so you might just be able to import the scan straight in and rig it there without any wrapping! I'm gonna start experimenting with it soon

  • @omarcastillo122
    @omarcastillo122 Рік тому +1

    Hi! Great tutorial! I just wanted to ask what do you do with displacement maps from scan store? Do you project them with xnormal? I asume you couldn't project them like tou did with the albedo. Thx in advance!

    • @animarch3D
      @animarch3D  Рік тому

      Hey! I actually haven't tried with displacement, as UE5 has only now just brought it back in 5.2! But I can assume with a single channel you could project it exactly the same way in theory, just need to see the results! keen to give it a try, great question. Cheers!

    • @Kirill28465
      @Kirill28465 11 місяців тому

      this also works for normals and all other maps, just do everything the same as in the lesson, only use normals or other maps as a color texture, i.e. put these textures not in special points, but always use a color point. The only disadvantage of this method is a slightly smeared image at the end (I used 6 sbd), if you compare the original texture and our custom version with another UV, then there is some blurring, and also sometimes there are artifacts that need to be corrected in Photoshop

  • @kiukle
    @kiukle 7 місяців тому +1

    Question : I am trying to apply the scan data from using Qlone to do a Mesh to Metahuman, the metahuman creator did really well creating my face, however it has no way to apply my texture from the scan app (4k texture is good enough for now). Can I use this tutorial and just pick it up from where you apply a custom texture and just sub my texture in?

    • @animarch3D
      @animarch3D  7 місяців тому

      Hey! from my understanding of your situation, yes i believe so. As long as you project the texture data, so that it matches the meta human UV layout. let me know how you go!

  • @user-ke2mw6mi5s
    @user-ke2mw6mi5s 8 місяців тому +1

    whats the best way to create a 1to 1 exact metahuman clone from a selfie?

    • @animarch3D
      @animarch3D  8 місяців тому

      I know you need a 3D mesh, but there are plugins like FaceBuilder to create a mesh from a photo, but they cost money. I would use a similar workflow, creating a meta human ID from the image, either put it on a plane, promote the frame, and map the registration points the same way I do on the model. I’ve not done it that way, but would be interested to see if it works!

  • @jorelodell
    @jorelodell Рік тому +1

    Also can you please make a video that connects this meta human to Moco of someone talking or walking and talking and put that into the scene? Is that possible?

    • @animarch3D
      @animarch3D  Рік тому

      ah yep for sure. If you mean dropping in prerecorded data, you would ad it the same way I added the face animation, go to the body in the sequencer and track the body animation. If you wanted to see it live linked to mocap, yep that would be a great video! good idea!

  • @elvismorellidigitalvisuala6211

    Wow, coll workflow I use Blender for this and keep original MH mesh, then I rewrap target mesh to MH mesh, then rewrap texture too but I want to test this flow, looks better and faster.
    Just a question, when u export from UE FaceMesh can you show export settings or are just default one?
    PS: I've find out a trick for Mesh To Metahuman, several times when we need nostrils or other point, the plugin create that point far away from mesh, and with a few points, to avoid this, just generate the head, and come back to solver, if u click now nostrils (for examples) after the first generation are in the correct place. :)

    • @animarch3D
      @animarch3D  Рік тому +1

      Thanks Elvis! Yea give it a go, let me know which one you think is better. I just use the default export settings, but only export 1 LOD as I don’t need every level, and just need one mesh ☺️. Cool work around man! Love it

    • @elvismorellidigitalvisuala6211
      @elvismorellidigitalvisuala6211 Рік тому +1

      @@animarch3D thanks, I have a question maybe u know it..
      with GROOM and Binding in Metahuman.
      I've created my own hair or beard, etc. When I create the Binding and associate it in the blueprint, the position of the groom resets to its default pivot and import position, and I can't move it within the blueprint.
      In some tutorials (almost all of them), I see that they can simply move and position it wherever they want after the binding, but I can't.

    • @animarch3D
      @animarch3D  Рік тому

      Hmm interesting, you can set the pivot before binding so it snaps into place? Let me have a test and get back to you! I’m keen to find out myself, I know the binding of a custom groom can’t be quite tricky

  • @frellinghazmot4443
    @frellinghazmot4443 5 місяців тому +1

    FRANK!

    • @animarch3D
      @animarch3D  5 місяців тому

      thats me bro! haha the vid was helpful?

    • @frellinghazmot4443
      @frellinghazmot4443 5 місяців тому

      @@animarch3D Kinda sorta. The scale issue keeps screwing me over when I try to export it from Zbrush into Unreal. It's usually too big or too small.

    • @frellinghazmot4443
      @frellinghazmot4443 5 місяців тому

      I'm also trying to figure out how to do stylized eyes that are bigger then the actual metahumancreator can do but I haven't found a work around for that either.

  • @nickkaverin
    @nickkaverin Місяць тому +1

    Hey!
    My UV is broken after Zwrap, what can I do with it?

    • @animarch3D
      @animarch3D  Місяць тому +1

      If you double check it has UVs first, duplicate a copy before you wrap, so you can copy and paste them after. If you need more help jump over into the discord! Link is in the bio

  • @borrowedtruths6955
    @borrowedtruths6955 Рік тому +1

    Problem is, every time I try to download one into UE 5.0.3 unreal engine crashes. Others are having this problem as well. Have you experienced this?

    • @animarch3D
      @animarch3D  Рік тому

      Hey Mate, no unfortunately I haven't. Could be a PC spec issue? The scenes are quite heavy, or maybe try a different engine version to see if that fixes the problem.

    • @borrowedtruths6955
      @borrowedtruths6955 Рік тому

      @@animarch3D Definitely not a PC issue, I'll try a different version. Thanks for the quick reply.

    • @animarch3D
      @animarch3D  Рік тому

      @@borrowedtruths6955 All good man, good luck let me know how you go. Also, you could try opening a blank scene first, then adding in your methuman via Quixel bridge

  • @MR3DDev
    @MR3DDev Рік тому +1

    How is this different from using Project all in zbrush?

    • @animarch3D
      @animarch3D  Рік тому

      Hey there! I did use project all in ZBrush around the 28:05 mark. Is that what you meant?

    • @MR3DDev
      @MR3DDev Рік тому +1

      @@animarch3D no I mean what is the difference between Zwrap and Project all :)

    • @animarch3D
      @animarch3D  Рік тому

      @@MR3DDev ah yep, so zwrap is to bring the two meshes together, pixel perfect. If you were to just project all, it wouldn’t give as good of a result, as the meshes are too far apart. Good question though!

    • @MR3DDev
      @MR3DDev Рік тому +1

      @@animarch3D Thanks, great video btw :)

    • @animarch3D
      @animarch3D  Рік тому

      @@MR3DDev thanks mate! Glad I found your channel too!

  • @Jaggukajaadu
    @Jaggukajaadu 4 місяці тому +1

    If i just zwrap and then use metapipe .( No need mesh to metahuman ) .if you already want that face feature then there no reason to go for zwrap.. totally pointless ( my English is bad ,)😁

    • @animarch3D
      @animarch3D  4 місяці тому

      Ahh haven’t used meta pipe I’ll give it a go!

  • @ericmacorolvlogs6288
    @ericmacorolvlogs6288 6 місяців тому

    Man, do you buy skins for metahumans? where can I email you?

    • @animarch3D
      @animarch3D  6 місяців тому

      All my contact info is in the bio, but no I don’t buy metahuman skins