How to prepare Custom Metahuman Characters | Metapipe

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hi guys today I'm going to talk about how you should prepare your custom material meshes for The Meta pipe in here as you can see I tested my custom character inside meshed metahuman and as you can see it only transferred the face parts for the other parts for example for the shoulders and the neck area it automatically blends with the original metahuman mesh so that this workflow is not for me and also for the facial animation we get some deformations like this but in metapipe there are no deformations like this or like this so that we are using meta pipe for this and if you want to make a custom character for metahuman you have two options one of them is Created from scratch and then transfer its topology well topology is necessary in all cases because meta pipe works with topologies and generates or transfers the rig between the same topology so that you can basically go to zbrush for example and start from Fear shape make polymesh 3D and start sculpting like this you can give any shape you want but it should be in metahuman pose and also it should be humanoid pause is really important because Unreal Engine automatically fixes some joints according to the pose so when you do a different pose than your meta human you may have some issues by the pose I mean this this angle between the body and arms and these finger angles should be exactly same proportions can be changed but the posing shouldn't be changed so for example if you have a character like this in that pose you should make its pose to original material what I mean is like Imports a material mesh near to it and just mask its arms for example and then go to your Gizmo and rotate it and match that angle you can simply look at for the parallel lines of both arms and if they looks parallel to each other you are okay with it and again for the other parts it should look like parallel to each other and for example in here the fingers rotations are different than the custom mesh and you should rotate them and make it parallel to each other like this and also we are seeing three fingers on the front and for this one we are seeing two fingers so we are not still in that posing the posing should be same but with the proportion you can do anything you want as long as your topology can fit on that proportion and also your angles of joints should match and when we do our posing let's say we done it and let's say we created our custom character and let's say it's in a different topology but all the pausing are same and then what are we going to do is just put this mesh on top of everything and then insert your material mesh you can find this mesh inside your body drv file that we prepared while doing our body preparation and if you didn't do it you you should go back and watch the body preparation video to generate this file in this file under buddy Rick body Group by the LOD 0 group and you should have three files one of them is your body and one of them is your flip flops and one of them is hide it and it is called combined LOD 0 mesh so you should unhide it and hide your body and flip-flops and there you go you will have your topology so you can export it as obj after that import it here just put material topology on top of everything the second line should be your custom mesh and it should look like this and then what you should going to do is you should transfer this topology to the custom mesh you can use different programs you can use blender wrap 3D and C rap I use one of them and it doesn't matter which one they use just transfer the topology it's all the same and I can suggest this tutorial to you it's very easy just showing you how you can transfer topology between meshes and it's very easy as you can see it Imports meshes and just puts some dots on it put the same dots on the other side the logic behind it is dot zero goes to dot zero and that's one goes to dot one and between them it just morphs everything to this area so that we can transfer all the topology to the new mesh so after doing it your topology should look like this and then you can go to the next part of our full body to separate mesh workflow which you can find on your tutorials or you can simply go to the YouTube channel it is called material wrapping workflow from combined mesh and after you watch this part you will be able to work with meta pipe tool let's talk about the second option if you just don't want to mess with this transparent topology thing you can simply again go to your body drv and Export this mesh and then you can simply go here and modify it from that topology without deleting anything and adding anything you can start from this and modify it like this for example and then again you can continue by exporting it to the material wrapping workflow from combined mesh tutorials for this mesh I did sculpt from this topology I didn't transfer anything I just moved everything and stopped on the material topology so that all the angles are working for me so the pausing exactly same and proportions are not that's it for the custom mesh tutorial and also I will make another tutorial on how you can transfer your textures from existing UV to metahuman UVS and work inside Unreal Engine thank you for your watching and for your support good luck with your materials and bye
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Channel: Arts and Spells
Views: 11,265
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Id: 25ai2yzUWXU
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Length: 7min 15sec (435 seconds)
Published: Wed Aug 16 2023
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