Rendering Characters in Unreal Engine 5 | Tutorial
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- Опубліковано 1 чер 2024
- This is the process of importing custom character models, creating materials, and rendering high quality images from start to finish
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CHAPTERS:
0:00 Intro
01:05 Creating The Project
08:44 Basic Master Material
16:49 Skin Material
24:10 Eye Material
28:28 The Hair
35:30 Improved Skin Material
36:44 Micro Normals
43:48 Rendering Images
50:58 Iteration
52:27 Cavity Map
56:53 Final Renders
57:41 Announcement
J you're my unofficial instructor for my graduation project, you helped me 10 times more than uni ever did
that's sad but thank you. Happy to help
Uni give to you the base, nothing more or less and you ll need this base to grow up in time...
@@jeronimocollares320 For other subjects the base is given through primary and secondary school... for 3D art you're starting out in university which is the problem
I agree with you(I’m in korea, korean student)
bro roasted his university using 3d language 🤣🤣
What a joy to watch a master generalist explaining / showing his specialized craft in a way that makes it look easy and understandable. Its still complex and far from easy. But there is so much amazing knowledge in this video for anyone that is working in a real or virtual movie set. Pretty impressive.🤘🏻
Glad you like the video and thanks for the comment
As someone who has been stuck in Unity for years i'm so hyped to watch this!
Thank you so much for you videos J ! You're a real blessing for people learning to create high quality characters !
🙏
Thanks for the great tutorial, useful information and nice editing. unlike many other tutorials, yours are so fun to watch and packed with great tips and info.
Dude you are such a brilliant communicator - this is easily some of the best 3D tuition anywhere on youtube
I appreciate that thank you 🙏
Exactly what I was looking for! Thanks much J Hill, appreciate!
I hope it helps!
Hi J! Thank you so much for all those great videos. You've been a source of inspiration for me and my work!
Thank you, I’m happy to hear that
Gotta be one of the most easy to take in tutorials I’ve ever seen. Well done man, really appreciate your videos. Cheers 🍻
really appreciate that! Thank you. Cheers
Really great one! I always appreciate your videos, sets new ideas free AND always with a cinematic approach, as well as William Faucher does, too !
Thanks you. He’s the man
J, Your tutorials are best around the internet.
Thanks a lot for your help!
🙏 Glad you think so and that you found them helpful. Gl on your projects
THAT PHOTOSHOP TIP !!! OMFG !!! I’ve watched this 30x now and just realizing that
Yess, exactly what I needed! Thanks for great content man
Happy to hear it, I hope it helps
this is such a great tut, thanks for taking the time to make this
You got it. I hope it helps you
Love your work just started following! Keep up the great job you’re so talented and pleasant to listen to
Thank you, appreciate that and thanks for watching
Unreal looked always so complicated for me, with graph materials and nodes, but you just made it so easy to handle... Thanks to you, i took the step up and enjoyed it ! Still so much to improve on my workflow but so excited that you share so much knowledge.
It's the gift of masters to show difficult things looks easy :)
Glad I could help! Happy to hear you’re having fun with it :)
Easiest subscribe I ever had to click on UA-cam. Been binging your videos. THANK YOU for all these amazing tutorials.
Thank you! 🙏
Thanks for this video! Especially for talking about how to implement a cavity map, I was attempting that exact thing last week but couldn't work out how to pipe it in it correctly.
Glad it helped
You're a life saver Jay, thanks so much for this. I've been avoiding getting into unreal with my personal art because digging around on the internet for info is so annoying. Getting it all here in one place is exactly what I needed. One thing I figured out which I'm not sure if you did was you need to always check your texture import settings. My roughness map wasn't working properly for instance and maybe the mip mapping makes stuff lower res? So its important to turn off srgb on black white textures and turn mipping off. Anyway, this helped so much, and the hair looks so good (especially compared to marmoset) it blows my mind. Cheers!
Thank you man, I'm glad it helped and yea the hair is amazing
I requested this one before. thank you so much for the feedback!
I hope it helps!
great job man! love it as usual!
Thanks bro 🙏
thank you so much, your videos are helpful as usual
ur literally my idol dude!! so helpful and motivating!! thank you so much
thank you dude, glad you're liking it
This is super helpful🔥 Thanks J!
Thanks man, glad you like it!
Hi J! Thanks for all the great tutorial.
you're welcome. Thanks for watching
Finally a guide on how to do this!!
Coolest dude on yt! Always happy to see a video pop up in my subscription box. Thanks for the insights!
Thank you for the support man!
Thank you J That's great tutorial help me a lot
Glad to hear it!
insane tutorial. Thank you so much
You got it
Thank you J for reuploading
you got it. Thanks for checking it out again and for the long time sub
Epic! I'm just blow away by all the relevant content that been share in this video, thanks !
Happy to hear that, cheers
Thanks man for your work
You got it
You are one of my Favourite 3D Artist love your Content Bro
Thank you 🙏
Great video! Long time unity user here. I'm ready to switch over to UE5 and this helped me get my bearings.
Happy to hear that. Have fun
amazing man
Thank you so much J hill. I was waiting for this process. Unreal Engine is so difficult. But you tell it all. This video has a really high level of value. I really respect you !
Thank you 🙏 I hope it helps
thank you I have no clue without this video!!!!thank you
Stellar quality tutorial!!
Thank you!
TNice tutorials was an amazing tutorial. You are a great teacher
Thank you, cheers
I couldn't even find a course about UE skin shaders. Now I have basic knowledge for free! Thank you so much!
Happy to help!
So good 😍
thanks for the info. my fav part is 1:23. so cool
Legend. Thanks J!
🙏
Holy crap your good 🤩 Awesome!
Hey J! thanks for this aweseom video! just a small tip for the textures make sure you set all you packed textures(Specular, Roughness, Metallic, every grayscaled image..) to sRGB off. then you got a linear gradient curve. This way you can tune you textures in SP and in unreal the roughness will look like you would expect it, and you don't need re-adjusted the values to much onle the fine-tuning..
Thank you, great tip
Thanks Dear!
So amazing
Thanks man
For sure. Hope it helps!
Excellent videos!
🙏
Very very nice. Thank you for sharing this for free.
You got it. I hope it helps
Fantastic, thank u so much.
You got it. I hope it helps
Yo! Thank you so much! Great video
Hope it helps!
Thank you very much bro 🙏
Thank so much to share your skill!!!
You got it. I hope it helps! Have fun
I remember doing much of these same technics in Poser 4 back in 2001. The memories.
I don’t know about these techniques but poser was cool
@@artofjhill Yeah you were able to do the same with the linking bump map and other textures for SS and all that good stuff just like the way its done there with the boxes and the linking and the lines and stuff not much had changed since so its nice to be able to be able to almost jump right in and know half of what u are doing for an OG like me
Thanks a lot! Está genial!
de nada!
Tanks a lot for your perfect content👍🙌
You’re welcome. I hope it helps
Nice one mr j
👍
Technical aspects aside, faces you design are beautiful.
Thank you 🙏
good job!
Thank you! Cheers
bro u r awesome thanks
You got it
Wow really interesting video 😁
Thanks
thanks mate
J, how were you able to import the eye as quads into Maya? Did you do some manual work? Yours also seems to have a higher face count. I know this came out a little while ago but perhaps you can give a little more detail on this?
Not bad dude abilities 😎👍⭐
Big Thanks bro
Np hope it helps
This tutorial, much like the others in your amazing catalogue, is simply fantastic and insightful. I always walk away with knowledge that puts me two steps forward. I do have a question however about rendering groom, as I have hit a major roadblock that's been stumping me for a while now. I have a groom asset that is bound to a geometry cache, and whenever the geometry cache plays, the groom appears very noisy and jittery. When the groom sits still it looks perfectly fine, but once it starts moving, the issue rears its ugly head once more. I am using a metahuman shader on the groom, so I don't believe that to be my issue. Is there some fundamental attribute that I may be neglecting in regards to my asset? I must admit, I am quite the novice when it comes to groom, so superficial elements may be going over my head. Thank you so much for the professional tutorials, you have been an indispensable asset in my and many others unreal/CG journeys!
NICE.
Bro If you have time, I have a few questions
I want to start learning how to make 3D animation for movies
I wanted to ask you about the steps of making a character from the first step to the last step
Should I make a model first or the model's anatomy skeleton?
j, what did you do to the cavity map? How did you blend it with the spec map?
Fantastic work and tutorial! Do you have a lesson on the rigging and animating workflow?
I do not! that would be cool. thanks
@@artofjhill You are a great teacher, would be great to continue learning from you.
Hey its really informative.
i am making a cat so i need a fur shader for unreal engine.
Do you have a fur shader tutorial or any downloadable material suggestion?
Hi J, at what point (how many rendered images etc) do you think you are getting a good rate of return spending the extra time in Unreal vs staying in Maya and rendering in Arnold? Do you have any thoughts on how you decide to use Unreal or use a pathtracer? My problem is that I'm stuck in Octane and its like just fast enough that I find myself giving up on Unreal everytime I hit a roadblock. Obviously, tutorials like this really help though, so thank you!
Hey dude, cheers. Arnold is my main choice for path tracing and it's a huge difference in time and more. My cyberpunk girl took like 6 hours to render a single frame and my unreal projects are essentially real time. That not only means I can iterate more and faster, finish projects faster, but I can animate characters and do more with them
thanks!
you got it
Very very cool, but I would like to know more about mrq settings, especially about useful console commands for the character rendering
cool. I haven't used any for any of my renders yet. Might be able to make a slight difference but I'd have to experiment with them. would be marginal though I think
J do you prefer the latest Marmoset toolbag or Unreal engine 5 with Lumen for character renders?
I think some things in Marmoset can look better with full raytracing but for actual real time deferred rendering stuff, Unreal is better. Plus it is more customizable and can render hair curves
Enabling Movie Render Queue
To enable Movie Render Queue, open the Plugins window, locate the Movie Render Queue plugin, and enable it.
all newer version of the Engine have it on by default now because of course it should be. thanks for sharing the tip!
Great videos, it would be awesome if you do a video for the movie render queue
Good idea. Will do that sometime
How to set the export template in Adobe Subsatance 3D? Is it available on member channels?
This demo is there unedited and I have another video discussing the bake process a bit. Also documentation on that is good. I'm sure you can figure it out. it's super useful
21:02 can you elaborate on what you meant here? Are you supposed to make skin colors in unreal and not substance painter?
Wouldn't mind seeing your technique for snatching metahuman eyeballs
Hello J, your tutorials are the best, I have learned so much, I have a question, If you are making a low resolution character for games, Is there a way to put a displacement map like maya to see the details? Thank you so much
Not as of now. Maybe in the future but it wouldn’t be practical for games because the way displacement maps work is by subdividing to high resolutions and actually displacing the vertices. Nanite doesn’t work on animatable meshes (characters) for now but that would do it if that were to come online in unreal.
@@artofjhill thank you J, keep on going, you’re an inspiration to me, mucho respect!!
J. do you have any tips to do make ups like yours? I've been googling it for a while, but I have found nothing. By the way, amazing video and content as always!
There is a way to apply a height map for a character when you export the materials from susbtance? or we just need to import the normal map to not loose all the details in our character?
Normal map
Hi there J, just a noob question: If I’m going to use multiple udim of 8k texture maps will it also affect my machine? like will it slow down unreal engine?
Unreal no but everything else will be slower. Authoring them and exporting them
@@artofjhill Thanks for the help J! You’re the best.
On export, my renders always come out washed out/desaturated. Also, I have to manually compensate some exposure settings on the camera as the exposure doesn't match the viewport on render. Is there a way to make sure the renders are a bit closer to the viewport? Particularly colors?
Hmm they should be. Sounds like the color space transform is turned off but idk why that would be, you have to edit that in the MRQ settings. Use png too. Other than that, I’m not sure. U can try our discord
Can you do another zbrush fiber mesh tutorial? Would really help since there’s scarce tutorials on it
Bro You killing it hahaha thanku
You got it 🦾
Hi, sir. I'd like to know which laptop is better for Unreal Engine: the M2 Pro or the Intel i7
Windows computers are better for Unreal for sure
Hi J. Thanks for all your content. I'm also a big fan your art. The Cyber Punk girl was an important moment for me, so thank you for that.
Any updates on when your new character course is dropping??
Thanks man. No updates. I’m exiting and organizing. It’s gonna be a while. Sign up to be notified
@@artofjhill Is it still worth buying your Character creation for video games? It looks a bit old. I saw on the promo video that you're using Maya 2016 and an old version of Substance.. I don't have a big budget so should I get the old course or wait for this new one?
🔥🔥🔥
Great tutorial, bro, I really liked your glasses, what model are they?
Got it at Warby Parker
@@artofjhill thanks bro
the necklace it has some round ring alots .did we need uv map for it .one by one ? for something that repeatedly many time
Nah I just applied a solid material to it. No need for UV
oh. thank u
I would like to make a skin shader but I can't find anything on youtube, yet on Blender there is everything you need, no one uses the ue5 skin shader?
Hey J. Could you make a video talk about your set up?
Yea I’ll get around to it hopefully soon
Hi J,Hope You Doing great?
Since i live in sri lanka(asian country) i cannot buy your exclusive videos..that option not showing in youtube,is there any way to purchase?
For the skin material, why are you using RGBA for Opacity rather than just A? It looks like an error to me.
What opacity?
why u dont use displacement map for the head, and sublevel you export from zbrush ?
Don’t use displacement for real time or games. It’s too expensive. Not sure if skeletal meshes can even dynamically subdivide right now
any hints on how to get the Meta Human eyes mesh into Maya? Thanks in advance!
Quixel bridge and export the meta human to Maya
@@artofjhill Thank you so much!
Ur awesome 👌👌👌👌👌👌👌👌👌
no, YOU
When u render this out i want to do few things 1) i dont want any objects in the behind or the floor to be rendered, 2) i want to add a green screen background (yours is currently black) so i can key it later.. Thanks in advance
you could just add a mesh that's green behind or use EXR in the MRQ with transparency