Custom Metahumans - Substance Painter - Unreal Engine 5

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hello and welcome today I want to show you how to modify your metahumans in substance painter okay so we begin with a metahuman and what we're going to have to do is export this meta human so go to the folder where the mesh is and we need to go to asset actions and Export and I'm going to make sure this is named and saved this dialogue will pop up I've unchecked a level of detail and I'm unchecking morph targets [Music] I'm going to hit export find face column main which is our base color I'm going to choose the face Foundation blush and mask the normal and roughness and I'm going to export these and I'm going to create a new folder to store these and name it textures and I want to save as a Target file that's just how I work you can use PNG and I need to set it for each of the files there we go okay there is a cavity map here I don't want to go into this today it's a more complex process so I will export this but I won't be using it today again I'm going to set this to TGA and I'm going to export this face eye lipstick mask but my character does not have any makeup so this is pretty pointless I'm just showing you how to do it in case your character already has makeup okay we need to open up blender three and let me just turn on screencast keys and I'm going to select everything and delete now I'm going to import our fbx head here it is and I'm just going to leave everything at default probably unchecked on my animation and import okay so zoom in and let's look at our character okay first I'm going to select root and ALT p and unparent and then I'm going to select the mesh and on parent and then delete root and a null this leaves us with just the head mesh go into edit mode go to the top of the skull and press l and H and this will hide now select a to select everything and X to delete and delete vertices then alt H and you are left with just an empty head shell if we look inside look there's nothing in there it's just an empty head shell this is perfect this is what we need okay let's export this for use in substance painter I'm going to export as a wavefront obj and I'm going to give it a name [Music] and I'm going to leave everything at the default let's go over the substance painter [Music] create a new project I'm going to choose Unreal Engine 4 starter assets from the templates I'm going to find my obj here it is I'm going to set the resolution to 4096 and everything else is fine go to imported big maps and I'm going to import all my textures that I exported from the engine [Music] and hit OK so here is our metahuman head we have this base layer I'm going to delete it [Music] and then I'm going to come over here choose project go to textures and first I'm going to start with the normal layer I'm going to drag this in and choose normal and for projection I'm going to use fill and there you go it fills the whole tile and I'm going to choose roughness here as the base layer and turn off roughness by setting it to one as you can see the model is no longer shiny we can choose some other things here but I'm not going to for the purposes of this okay next we're going to choose the base color so I'll drag it on top of the tile choose base color set the projection to fill and now I'm going to create a fill layer and we're going to call this roughness [Music] and then I'm going to turn off everything [Music] next I'm going to add a generator and turn everything off except for roughness I'm going to choose a grayscale conversion scroll down and you'll see this image inputs drag the roughness map onto here scroll up and set grayscale type to Red Channel at this point you can adjust the roughness if you want like so but I'm going to leave it at the default at 0.5 okay so that's our base now set up we can now begin painting on the metahuman so I'm probably going to choose a material now let me find something that'll stand out let's choose this plastic glossy and I'm going to drag it on and it will fill the whole thing I'm going to add a black mask and I'm just going to I probably should put on symmetry there we go and paint on the face like so [Music] okay next I want to add something to the eyes Maybe so let me find um I may do the blush first so add mask with color selection and here it will last for an ID mask go to your textures and drag in that face Foundation mask this thing here and drag that on top of where it says ID mask [Music] choose pick color and then you can pick the color where you want this layer to be or the mask rather [Music] and then you can make adjustments here like so anytime you can pick another color for example let me just there we go um I could choose ellipse or here the blusher you get the general idea you can just foreign layers that only appear in those areas I'm going to speed up the video now and I'm going to paint on the character [Music] [Music] [Music] all right foreign [Music] okay so I'm happy with that right next let's go to the export the first thing we need to do is choose a directory where we're going to export to here's mine and I'm going to create a separate folder so I know what this is and we'll call this blue okay next is the output template we need to create a a our own output template so what I'm going to do is select the Unreal Engine 4 pact and duplicate I'm going to rename this metahuman tutorial okay and now we need to make some changes to this the first thing I need to do is delete this occlusion roughness metallic and then we need to add back the roughness and metallic so let's just delete this one and I may just delete everything except for the base color at this point and we can just go through it okay so what I'm going to do first is I'm going to choose this RGB here which allows us to separate red green and blue and I'm going to come here and I'm going to do a mesh text you set [Music] underscore roughness [Music] Open Bracket underscore color space close bracket open the bracket .ud and that's it for that and then what we're going to do is come over here grab a roughness and drag it onto r for red and choose gray Channel that's it our roughness is now in the red Channel of this texture click RGB and what I'm going to do is copy this roughness one and paste here and I'm going to simply put normal instead of roughness I'm going to find normal over here and drag that on and choose oops and choose RGB channels and that's it for your basic meta human I would add more to this but if you just want a basic setup this is all you need what I might show you is my preset in a moment but I would set this over here look to TGA Target let me open up my preset now right this is my preset as you can see I have base color normal emissive roughness metallic and this is what I used for the video at the beginning so let me set my here it is metahuman my output template and I'm going to set this to Target there we are and this will output now TGA dot TGA files I'm going to leave everything else to the default hit export and that's it our textures have now been exported let's jump back over to Unreal Engine 5.1 okay in my face folder where I got the original textures from I'm going to create a new folder and we'll call this tutorial and I'm going to import my text just here hello [Music] there we go no import I'm going to do a quick save all and open up your roughness map because we're going to need to make some changes to it and if we view the red Channel this is what we currently have this is our roughness map all we need to do is scroll down to the bottom of the details panel and find compositing and find Advance you may need to expand advanced there we go and I'm going to add normal roughness to Green [Music] and then for our composite texture we're going to need our normal map we've just imported here it is so select it click the arrow and it will put there there we go now we have a normal looking roughness map [Music] okay we're going to open up the head material for our metahuman and start assigning these textures now first thing I want to do is find base color here it is and we choose our base color next I want to find roughness here it is and choose our roughness map next I want to do normal there's no point doing this metallic at this point there was no uh metallic quality in the material so there we go normal here it is and select the arrow and that's it we're all set up we now signed our textures to our meta human material save and we can come up here to blusher because I did put blusher on inside substance painter and set blusher to zero you probably want to repeat this for eye makeup foundation Etc if you put those things on in something spades up anyway here is our finished meta-human right now let your imagination run wild I will do more substance tutorials in the future [Music] if you would like to support the channel you can go to the link in the description and buy me a coffee from buy me a coffee.com alternatively you can click the thanks button underneath this video and help that way more tutorials are on the way but for now could you please hit the like And subscribe button and comment below with any questions I will see you in the next one foreign [Music] [Music]
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Channel: Jobutsu
Views: 11,127
Rating: undefined out of 5
Keywords: UnrealEngine, Character Creator, Actorcore, Iclone, Daz Studio, Metahuman, Mixamo, Quixel, retargeting, Blender, Unreal Engine, UE, tutorial, howto, how to
Id: iYeV0OOQPE0
Channel Id: undefined
Length: 16min 33sec (993 seconds)
Published: Sat Dec 17 2022
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