Another great tutorial W3. Been following you a long time, and always enjoy how you teach us stuff by never rushing the instructions. Keep up the great work :o)
I get inconsistent results sending FBX files to UE. One thing I've heard mentioned is that an image textures in the materials should be connected to the principled shader with no other nodes in between (with the exception of the normal/bump node). Another thing for exporting FBX files from Blender is to change the Path from Auto to Copy and enable the Embed Texture button next to it.
Daz to UE5 is probably what most people will use. The main use case of going from Daz to Metahuman is if you wanted your metahuman to look like a specific person or character and this would serve as a good starting point.
It's possible to do the same thing with assets created in Blender without daz studio but with the whole body. Let me explain, I'm just trying to export the metahuman skin shader on my creations as well as hair. So far I have not yet found how to do it but I am still starting in Ue5. Originally I just wanted to export my meshes with the skin shader created in Blender but I never succeeded. If you can tell me what to look for that would be great.
@@W3-productions Thank you but I want to use the whole body, create a skin shader from the color base using the materials but I abandoned Ue5 for now, I spent too much time trying to find a tutorial that details with precision creating a skin shader.
Love the tutorial, very detailed. Unfortunately looks like there's still some work to be done by the Metahuman plugin to get the mesh to look closer to what the actual DAZ character resembles. It still doesn't look as good as as far as what the FaceGen application generates. Nonetheless, I love the progress that is being made.
Thanks. There's probably always going to be a good amount of difference with Daz using the iRay render engine and materials. Hopefully they can get a bit closer in facial structure though. I feel that it changes somewhere in the process.
I'm not sure. I haven't done a lot of unreal work. Probably have to import as a FBX. I would check out a video like this ua-cam.com/video/6tpc4oNzSXc/v-deo.html
Hi it is to create my own mesh > Metahuman, And I can’t find “Metahuman Identity” (right click in Content Browser), nowhere nor in Metahuman Creator nor in Epic documention (5.4) nor on youtube. Plugin is already installed. Does someone know where, or how to mesh > Metahuman (if the how to process has changed…) ? Thank you, Shashank
Awesome tutorial! Thank you! I didn't know how to export just the head, lol. I notice that somehow the metahuman part distorts the initial features. Did you notice the same? Quick question: can you bring back the Metahuman model as a morph in DAZ? I would like to have a similar face editor in Blender or DAZ, but apparently the only one close to this is iClone from Realillusion. BTW, is there any comparison between these three tools? I mean, DAZ's FaceGen, MetaHuman, and iClone.
You can export a MetaHuman as an FBX file. I would assume that could be worked into a morph somehow. However, their licensing model restricts MetaHumans to being rendered in Unreal Engine only. So that may violate that clause. Metahuman does distort the features and there aren't many ways to tweak individual features. One reason I didn't use my own face (other than doing it over and over) is that I couldn't seem to precisely get to my own likeness. Although, small details such as eyebrows can make all the difference. I am waiting for Epic to release more hair options. I just learned how to export just the head in the middle of all of this. Previously, I was going to tell everyone to export the whole body to Blender and start deleting vertices. This is a bit cleaner. I would compare FaceGen to Headshot in iClone. People have different preferences, but I prefer FaceGen between the two. MetaHuman is more difficult for me to compare because you cannot modify specific morphs on the body.
@@W3-productions Thanks for your answer. I have come to the same conclusion after testing MetaHuman. It is a great tool, but you cannot create a character exactly as similar to a reference as you want.
@@W3-productions Well, I can relate. I want some simple character renders but in my PC it takes between 10 and 20 min minimum. I also want to use UE5 but I don't even know how to render there, lol.
I am not sure, but if it is possible, it would not be a straightforward process. My thoughts are that you would have to export the metahuman to Blender or Maya. Export a Genesis character to the same program and try to match the morphs and textures. Then use morph loader pro to reimport to Daz.
This may depend on what version of Unreal Engine you are using. I was using version 5. Ensure you have updated Unreal Engine, then check the Add Plugin section.
Good tutoria on how to get around the various programs. But a 25min video to end up with something that doesn't remotely look like ScarJo is disapointing.
2 major factors play into this (among minor ones, such as eyebrow selection). As another person commented, Metahuman does seem to deviate from the mesh. This is partially observed when the original mesh and the metahuman mesh are on the screen at the same time. I suppose one solution to this is to promote more frames and perform more tracking. I haven't seen a lot from Epic about doing this. That would also make it ~50 minute video, adjusting trackers and all. The second thing is having a good FaceGen capture. The issue with using people we don't know is that we most likely can't get side profile photos that match the front.
Glad to see you pointed this out. I just submitted a comment about this as well. I was really excited at first to learn this until I got to the end only to be disappointed that it really didn't look much like the original mesh. Guess that will get worked out in a few years.
Metahuman are really bad and disappointing. I use Daz3D Face transfert, then Daz to Unreal. Then I retarget to UE skeleton, then use Mocap anims. Or Daz/face transfert to iClone to get better face twicking, then LiveLink and anims within iClone. It's a long way to get good results in character animation! I hope Epic will REALLY improve Metahuman, someday!
This is another example of how metahuman can't track eye size. This character's eyes aren't even that big but the lids are literally off the eyes because the eye lids tracked larger and the eye balls stayed the same size in metahuman. How did they miss the fact that there's a fair percentage of big-eyed stylized character in 3d animation is beyond me. But this makes metahuman useless to a strong percentage of creators.
Don't miss some of our original content: ua-cam.com/video/JLRAbULsmSc/v-deo.html
Another great tutorial W3. Been following you a long time, and always enjoy how you teach us stuff by never rushing the instructions. Keep up the great work :o)
Much appreciated! Thanks for the encouragement. I will try to have a few more tutorials out soon.
Good stuff, bro!!
Appreciate it! Thanks for watching.
How are you moving the view? I'm new to UE and can't figure out how to navigate around the model in the viewport. Thanks.
I am still rather new to UE myself (more familiar with Blender) I'm just using the mouse with the Shift key on occasion. Still rather clunk for me.
@@W3-productions Thank you.
When I import the object in the EU5, the textures are giving error, only the face appears without the materials, what can it be?
I get inconsistent results sending FBX files to UE. One thing I've heard mentioned is that an image textures in the materials should be connected to the principled shader with no other nodes in between (with the exception of the normal/bump node). Another thing for exporting FBX files from Blender is to change the Path from Auto to Copy and enable the Embed Texture button next to it.
Question, why convert Daz to Metahuman instead of simply using straight Daz to UE5 bridge?
Daz to UE5 is probably what most people will use. The main use case of going from Daz to Metahuman is if you wanted your metahuman to look like a specific person or character and this would serve as a good starting point.
It's possible to do the same thing with assets created in Blender without daz studio but with the whole body.
Let me explain, I'm just trying to export the metahuman skin shader on my creations as well as hair.
So far I have not yet found how to do it but I am still starting in Ue5.
Originally I just wanted to export my meshes with the skin shader created in Blender but I never succeeded.
If you can tell me what to look for that would be great.
Daz is not necessary. Just the head portion of the mesh. You can try to separate the head from the body and export from Blender.
@@W3-productions Thank you but I want to use the whole body, create a skin shader from the color base using the materials but I abandoned Ue5 for now, I spent too much time trying to find a tutorial that details with precision creating a skin shader.
Love the tutorial, very detailed. Unfortunately looks like there's still some work to be done by the Metahuman plugin to get the mesh to look closer to what the actual DAZ character resembles. It still doesn't look as good as as far as what the FaceGen application generates. Nonetheless, I love the progress that is being made.
Thanks. There's probably always going to be a good amount of difference with Daz using the iRay render engine and materials. Hopefully they can get a bit closer in facial structure though. I feel that it changes somewhere in the process.
thanks do you know how to use daz3d clothing on metahuman?
I'm not sure. I haven't done a lot of unreal work. Probably have to import as a FBX. I would check out a video like this ua-cam.com/video/6tpc4oNzSXc/v-deo.html
Hi it is to create my own mesh > Metahuman,
And I can’t find “Metahuman Identity” (right click in Content Browser), nowhere nor in Metahuman Creator nor in Epic documention (5.4) nor on youtube. Plugin is already installed.
Does someone know where, or how to mesh > Metahuman (if the how to process has changed…) ?
Thank you,
Shashank
One forum mentioned making sure you are signed in to quixel bridge.
Cool idea, I just wish I had FaceGen, lol.
Thanks. Yeah, tools like that come pretty handy.
Awesome tutorial! Thank you!
I didn't know how to export just the head, lol.
I notice that somehow the metahuman part distorts the initial features. Did you notice the same?
Quick question: can you bring back the Metahuman model as a morph in DAZ?
I would like to have a similar face editor in Blender or DAZ, but apparently the only one close to this is iClone from Realillusion.
BTW, is there any comparison between these three tools? I mean, DAZ's FaceGen, MetaHuman, and iClone.
You can export a MetaHuman as an FBX file. I would assume that could be worked into a morph somehow. However, their licensing model restricts MetaHumans to being rendered in Unreal Engine only. So that may violate that clause.
Metahuman does distort the features and there aren't many ways to tweak individual features. One reason I didn't use my own face (other than doing it over and over) is that I couldn't seem to precisely get to my own likeness. Although, small details such as eyebrows can make all the difference. I am waiting for Epic to release more hair options.
I just learned how to export just the head in the middle of all of this. Previously, I was going to tell everyone to export the whole body to Blender and start deleting vertices. This is a bit cleaner.
I would compare FaceGen to Headshot in iClone. People have different preferences, but I prefer FaceGen between the two. MetaHuman is more difficult for me to compare because you cannot modify specific morphs on the body.
@@W3-productions Thanks for your answer. I have come to the same conclusion after testing MetaHuman. It is a great tool, but you cannot create a character exactly as similar to a reference as you want.
I would agree. I'm more of a blender person, but I wanted to get into Unreal Engine because I had an idea with real time rendering.
@@W3-productions Well, I can relate. I want some simple character renders but in my PC it takes between 10 and 20 min minimum. I also want to use UE5 but I don't even know how to render there, lol.
@@DJVARAO I was trying to add motion capture in real time which I found eevee couldn't keep up at 30FPS, which is what led me to UE5
i have UE5.2 metahuman plugin not compatible :(
That's the thing with UE, having to keep track of plugins through the different versions.
Is it possible to get this back into DAZ3d?
I am not sure, but if it is possible, it would not be a straightforward process. My thoughts are that you would have to export the metahuman to Blender or Maya. Export a Genesis character to the same program and try to match the morphs and textures. Then use morph loader pro to reimport to Daz.
why metahuman plugin missing
This may depend on what version of Unreal Engine you are using. I was using version 5. Ensure you have updated Unreal Engine, then check the Add Plugin section.
@@W3-productions i forgot to update lol
Good tutoria on how to get around the various programs. But a 25min video to end up with something that doesn't remotely look like ScarJo is disapointing.
2 major factors play into this (among minor ones, such as eyebrow selection). As another person commented, Metahuman does seem to deviate from the mesh. This is partially observed when the original mesh and the metahuman mesh are on the screen at the same time. I suppose one solution to this is to promote more frames and perform more tracking. I haven't seen a lot from Epic about doing this. That would also make it ~50 minute video, adjusting trackers and all.
The second thing is having a good FaceGen capture. The issue with using people we don't know is that we most likely can't get side profile photos that match the front.
Glad to see you pointed this out. I just submitted a comment about this as well. I was really excited at first to learn this until I got to the end only to be disappointed that it really didn't look much like the original mesh. Guess that will get worked out in a few years.
Can't wait till we can do the same thing to the body and they give us the manequin body without the ugly shorts and top.
Hopefully there is a daz to metahuman like there is a daz to unreal plugin.
Metahuman are really bad and disappointing. I use Daz3D Face transfert, then Daz to Unreal. Then I retarget to UE skeleton, then use Mocap anims. Or Daz/face transfert to iClone to get better face twicking, then LiveLink and anims within iClone. It's a long way to get good results in character animation! I hope Epic will REALLY improve Metahuman, someday!
I haven't had much success with retargeting Daz characters in UE. The fingers often end up gnarled.
The end result doesn't even look like ScarJo.
This is another example of how metahuman can't track eye size. This character's eyes aren't even that big but the lids are literally off the eyes because the eye lids tracked larger and the eye balls stayed the same size in metahuman. How did they miss the fact that there's a fair percentage of big-eyed stylized character in 3d animation is beyond me. But this makes metahuman useless to a strong percentage of creators.
Or that most eyes are asymmetrical
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Thanks for watching. However, I am unable to translate what you are saying.