Custom metahuman in Unreal Engine 5 | "Commander" from Samir Mir. | Episode 25

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Published on ● Video Link: https://www.youtube.com/watch?v=s_gDxXyD7ZQ



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Duration: 10:23
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In this series, I'll guide you through the step-by-step process of transferring a Commander model into Unreal Engine using Metahuman Creator.

You'll learn:

- How to prepare your Commander model for import into Metahuman Creator
- How to customize the model within Metahuman Creator
- How to export the model from Metahuman Creator to Unreal Engine
- How to assign enhanced textures from the 3DScanStore to materials in Unreal Engine

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 what will be in this episode?
0:18 - Importing the head into a separate scene.
0:24 - Checking UVs, since I didn't make the head myself, but Samir did.
0:30 - I see that there is no unwrapping, although in fact it is there.. I will see this later in 3D-Coat.
0:33 - Everything is okay with the eyes, but they will need to be adjusted to avoid problems when connecting to the head.
1:02 - I go to 3D-Coat, since there it is no problem - I can very quickly create a new UV and automatically transfer the texture from the old UV to it.
1:58 - Checking with the new unwrapping.
2:05 - I export all objects to Unreal Engine 5.
2:12 - I enable Virtual Texture, since I am using UDIM textures
2:19 - I import the texture
2:41 - Creating a basic material for the head
2:52 - Starting to create a Metahuman
3:39 - Importing the head into the Metahuman Identity Asset
3:42 - Changing FOV to 20 so that the program can better scan the head
4:04 - Promote Frame
4:10 - Track Markers
4:17 - Fixing marker errors
4:33 - Getting a preview mesh
4:50 - Mesh to Metahuman
5:07 - Metahuman is ready. Configuring the skin.
5:30 - Configuring the eyes
6:34 - Configuring the eyebrows
6:51 - Checking emotions and exporting to the engine
7:23 - Saving Metahuman
7:37 - Importing into Unreal Engine using Quixel Bridge.
8:08 - Dragging BluePrint into the scene.
8:30 - Changing the default background
9:02 - Loading 3DScanTexture into the Metahuman material.
9:47 - https://bit.ly/45KCxsr - An inexhaustible source of 3D grooming scans and 2D references for artists and game developers!
10:13 - Outro, other videos, subscribe to the channel and Arstation

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Best regards,
Andrew Krivulya Charly.
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MUSIC:
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