Custom metahuman in Unreal Engine 5 | "Commander" from Samir Mir. | Episode 26
In this series, I'll guide you through the step-by-step process of transferring a Commander model into Unreal Engine using Metahuman Creator.
In this episode, we'll finalize the setup of the enhanced material for Metahuman and proceed to transferring hair to the new scalp.
This video will be beneficial for:
- 3D artists who want to transfer their models into Unreal Engine
- Game developers who want to utilize Metahuman Creator for crafting realistic characters
- Anyone interested in learning how to use Metahuman Creator
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WHO AM I?
Hi, I'm Andrew Krivulya Charly, a 3d-groom artist since 2016.
New works can be viewed here - https://www.artstation.com/artofcharly
I worked on environment art, interiors and more from 2009 to 2016. Check out some of my old work here - https://bit.ly/31xmZsi
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TIMING:
0:00 - Greeting and an overview of this episode
0:10 - Recap of the previous episode
0:17 - Improving the normal map
0:29 - Assigning a new Cavity map
0:39 - Reviewing the results
1:10 - Refining additional normal maps for the BlendShape
2:53 - Checking the facial expressions to ensure everything is correct after the map improvements
3:59 - Starting the export of the torso and head for hair transfer setup
4:52 - Importing the head (the torso is not needed in this case, but I demonstrated the export in case you need to create long hair and interactions with it)
5:08 - Aligning the scalp with the new head
6:27 - Exporting the modified scalp and head
6:49 - Moving to Wrap and importing the models
7:49 - Saving the scene. Since we made various manipulations with the hair, we need to export it without different modifiers and reassign it to the scalp. This ensures that the hair stays in place on the new scalp.
8:18 - Opening the saved scene and importing the new hair. You should have the old hairstyle with modifiers saved to easily transfer them to the new version of the hairstyle.
8:38 - Reimporting the new scalp and doing a ResetXform
9:02 - Transferring the hair to it
9:30 - Importing the new scalp to create a BlendShape for the hair on it
9:39 - First selecting the new scalp, then the old one with hair, and applying the BlendShape. To be continued...
10:01 - https://bit.ly/45KCxsr - An inexhaustible source of 3D grooming scans and 2D references for artists and game developers!
10:27 - Conclusion, other videos, subscribing to the channel, and Artstation
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Enjoy watching!
Best regards,
Andrew Krivulya Charly.
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MUSIC:
Production Music courtesy of Epidemic Sound" www.epidemicsound.com
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