FAST Stylized Metahuman with MeshToMetahuman & Unreal Engine 5
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- Опубліковано 29 вер 2024
- Timelapse and more from a quick test we did with one of the Official Zorans (www.zorans.com/) main characters we've been developing. Note: This is not the actual art-style of the brand, just a test.
This seems to be one of the fastest ways to start getting a character animated that I have come across!
We just used a static mesh version of the character (despite the fact that we've already got him rigged and with blendshapes), and then the annotation system in the plugin. Overall I didn't not expect the results to be this good or this fast given the strange shape of the head!
For more info on the Zorans: www.zorans.com/
For more info about what I do: www.robertlest...
For more info on Metahumans: www.unrealengi... - Фільми й анімація
I can already see the Giga-Chad Metahuman creations incoming
Soon 😘
It actually looks very off, expressions and shading are too 'human' for this level of figure exageration
nah it looks dope
It'd be cool if Metahumans supported stylized body types too, like you see in the original character design!
I guess it will, eventually...
"metahuman to mesh" and back, if you will.
they have the head separate, so you can add any body type you want in the engine
@@in0046 Not without like programming level knowledge and such. Metahuman hopefully will start doing body stuff and making it a lot easier. Can't wait to use what is under the hood. HOopefully thtey make it work like Genesis 8 figues and clothes and bodies can be swapped around. For now you got to Frankenstein it, be a mega tech guy or just use the ugly clothes set or have a body but someone always wearing body armor or something.
ua-cam.com/video/H7fQk1hjpQQ/v-deo.html
Stylized? Nah, that's a disfigured human straight-up from a body horror teleshow
Stylized character + hyper realistic anim is such an interesting combo. So easy to be fall into the uncanny valley but this one looks great.
That is so cool! Never thought you could push it that much. I love how it turned out
Beautiful chin
haha thanks! It is definitely his "hero feature" for better or worse!
Giga Chad!
Страшно! Вырубай
lot of different appes. I tNice tutorialnk he's actually using "Analog app 1 TE" But find out for yourself what one you like.
metahuman doesn't animate huge cartoonish chins convincingly. the looks are okay but as soon as the character moves it becomes uncanny hell
DIVINE 👁️👃👁️🙏
Yeah I tried this and be careful because it doesn't like big eyes, that wasn't the biggest problem though, the Eyelids were what it kept messing up on.
Never imagined you could push the meta human stuff that far. Great work. I did not stop laughing from the moment that face popped into the meta human app.
haha awesome that was what I was going for!
Giga Chad
We need Giga Chad!
This is great Robert. But one thing, When I try a very simplified mesh, and I try to track the markers, nothing happens. No Markers are showing up at all. I guess, the mesh deviates to much from a human face? If I can't get the trackers/markers, is there a way to add them manually? Piece by piece? Or is this not doable? thx a lot
bah this looks super uncanny and creepy
Looks creepy, tbh
terrifying
Now we just need good facial animation. That piece of the puzzle still seems to be missing. The template one is fine, but you can't make a great new facial animation with Unreal's Live Face tool or whatever. At least now how everything is set up right now.
Stylised metahumans are so funny, I can't get enough of them
hahahahaha nice😂
Mega giga chad
Monster Factory
Only me see Matthew Robert Smith?
How did you add the other trackers like for the eyebrow for example? I tried to add the additional trackers on my identity mesh but there was no option to do so, I tried right clicking both the tracker and my mesh, dragging the tracker after checking both the boxes, but nothing seems to be working. I can check the boxes but the trackers don't appear on my mesh. In your timelapse video they seem to just show up so is it perhaps a keyboard shortcut to add them? Tried looking up the documentation for mesh to meta human but could not find an answer for this. If you can help me out here I would greatly appreciate it, thanks.
Hey if you look at the UI around 0:28, you'll see a menu in the upper right hand corner which features a hierarchy of tracker elements nestled under facial features (Brow, Eye, etc). You can untwirl those menus to find check boxes to make the additional trackers visible and active. Hope that helps!
at one point he kinda looked like a bald Joe Swanson
Any tutorial please?
Love the format of the vid, good stuff
Thanks Ryan!
This guy very spooky
Hi there. This is amazing. What app are you using to convert the static Mesh to meta human?
WOW.
this is hilarious )
Looks like captain qwark
Uy jejeje
FunFact: Stylized Character In MetaHuman Has Realistic Finishing Touch!!
Can we get a name for this handsome chap?
Hey Jerome, thanks for the comment! He's got a name actually (haha should have put it somewhere). He's Dr. Moses Brukias, aka DROX. You'll be able to learn a lot more and him and the Zorans here soon: www.zorans.com/
lol
tutoriel please
x'D
0:14
That look down upon you puny humans
sin
Holy polygons man! LOL awesome!
amazing, also.. very disturbing
Looks like a realistic meme version of himself! :V
That's insane!
Hi Robert great tut
How did you retain neck volume of your character. In my case UE5 is making my neck so thin
I would appreciate if you could show us in another tut
regards
Thanks a lot!
you think they will also let us bring body morphs?
How did you get it to follow the face so well? When I try it as a cartoon style I get this blend between my mesh and a meta-human mesh, so it's not exactly following my original Mesh 100%
Hi, do you know how to eliminate that gap between body and head?
What if Thanos and Nikocado had a child...
Nice. Now he has ball bags as a chin :)
Genius. Haven't laughed this had for a while.
that is so creepy dude hahahaha
welcome to the uncanny valley
someone should make gigachad
Can metamesh work in reverse too? I.e. convert realistic characters into stylized ones?
Unfortunately this pipeline won't really work in the reverse direction. You might have some luck editing the metahuman character in a sculpting program then reimporting it, but this can be tricky to retain good deformations in the character mesh. Good luck!
Is there a way to keep the stylized hair, brows and beard?
Probably you'd want to take those original pieces and refit them to the new model using some sculpting or modelling tool (Zhrish, Blender, C4D, Maya etc) and then weight them to the appropriate bones. For the brows you'd need to author some morphs/blendshapes too in order for them to animate well. Unfortunately no simple fast way to do it, but with a little work in a DCC it's doable.
@@robertlestercreative thanks for the eeply. If I understand well, you mean doing it after metahumans aniamtion? Or merge the brows, hair and beard will the imported mesh before getting them in MH?
@@bridge1444 I actually haven't used MHAnimator yet personally but from what I understand you could probably do it either way, but in either case you will want your blendshapes to follow the naming convention that MHAnimator uses for it's facial rigs so that you can set it up for the blendshapes to be triggered by curve information coming from MHAnimator. I know @ibrews has been doing a bunch of MHAnimator tests/work so it might be worth checking his content out.
@@robertlestercreative thank you for taking the time to explain.
Here comes the Crimson Chin.
1:03 scared confused man
Terrifying gigachad.
its Jay Leno!
Show!!
holy shit
look so scred
wow
crazy
lol
👍👍👍❤❤❤❤❤👍👍👍👍
how did you rig it?
This was autorigged via the Mesh2Meta plugin and platform
in the latest 'more tech skills than artistic': this!
0:14 GigaChad moment