Using Mesh to MetaHuman in UE | Unreal Engine
Ойындар
In this tutorial, Senior Technical Product Manager Raffaele Fragapane takes you through the process of turning your own custom scan, sculpt, or model into a MetaHuman using the Mesh to MetaHuman feature in the new MetaHuman Plugin for Unreal Engine. He also covers further refining your MetaHuman in MetaHuman Creator. Download the plugin here: www.unrealengine.com/marketpla...
Пікірлер: 229
Can’t wait to hop in and try this. Super exciting!
@AlexiosLair
2 жыл бұрын
So long you are free :D
@chadcrypto2675
2 жыл бұрын
@@AlexiosLair If you use the engine, it's free!
@kiyoshiakiyama2173
2 жыл бұрын
@@chadcrypto2675 gonna make my own realistic waifu then 😏
This opens up so many possibilities 🤙🏾
@kolis_lady
2 жыл бұрын
Yes it does…😆🤙🏾
@crunchycreatives
2 жыл бұрын
Real actor to 3D actor in less than ten minutes? This is nuts.
So we can now auto rig any character face mesh we have, to a metahuman rig. Wow when did this brilliant feature happen. And this is such good timing for me and what i just finished :)
@piorism
2 жыл бұрын
Well not really - this is more like taking the regular metahuman base and shaping it around a custom model, resulting in a custom sculpted MetaHuman variant (basically skipping the manual tweaking step). Still very cool though !
@jackiechannel6351
2 жыл бұрын
@@kartikeysrivastava7864 You still need a good photogrammetry scan for accurate results
@jackiechannel6351
2 жыл бұрын
@@kartikeysrivastava7864 It can but it difficult to achieve without perfect stillness of the subject. Professional photogrammetry has simultaneous capture
@piorism
2 жыл бұрын
@@jackiechannel6351 Why would you assume that there is a need for a high-end photogrammetry source here ? The tool merly snaps the MH structure to a few marker pointsand the to the surface of the input model. I don't think there is any need for a very detailed source input - as a matter of fact I would assume that even a broken/incomplete head scan would work just fine.
This is so amazing! Thank you team Epic Metahuman programmers and td we live in wonderful time of awesome people who doing it for all of us.🤗😊👍
@eternalreturnal
Жыл бұрын
are you my long lost brother?
3D animation just got another level
This is truly...EPIC! Thank you dev team!
It works Flawlessly! Thank you so much epic for giving these amazing technology for free.
Mind blowing! 🤯 trying this out now! Looks like Metahumans will become much more flexible to use
Woooo!!! They did it.- and what a novel workflow at that!! Bravo!
Amazing next-gen stuff guys. Bravo!
Jesus, can't put in words how exciting this is?!?!
The future has come at the most unexpected moment:)Good job Epic:)
Good tutorial, thank you! I loved you in "What we do in the shadows" btw
This is seriously incredible.
Awesome, hopefully the ability to do the same with full body sculpts coming sometime soon. Would be the best with the option of specifying the exact height or just matching the input file, if it's been created with real scale in mind.
@vuron8893
2 жыл бұрын
Metahuman seems to be focusing almost entirely on head and face and, unfortunately, is one of the reasons that I haven't been able to fully utilize the tool. If this demo were fully body, than it would be incredible and I hope that's coming soon.
@CausticCaterpillar
Жыл бұрын
@@vuron8893 I can see a full body rigger coming in the future to specify body types. I don't think it would be more complicated than a face since it would need to identify just the arms, neck, hips, knees and feet. Mainly just the major joints of the body
This came at a perfect time. Thank you Epic Games!!
This is insane.... thank you so much!
no way dude, i was literally just thinking what if i wanted to sculpt my own meta human but the character custimizations arent enough. Now yall just let us merge objects to a meta human rig. That's boss moves right there
Thank you so much to the Quixel team for their hard work and to Epic for making this possible 🥹 It’s just next level stuff, you are pushing the industry forward in leaps 🤩 Very inspiring 😌
IMPORTANT : Remember to disable this plugin when you perform a build, you will have a LINK2001 error, so each time you want to build, disable the plugin then build
@m0rph3u5.
2 жыл бұрын
build what? I am getting an error whenever I click the Mesh to Metahuman button, I even tried opening the metahuman webpage to help it but it just does not want to work regardless of any mesh I used 3d scan or not
@fus3603
2 жыл бұрын
@@m0rph3u5. A build is when you package your entire project so it converts to an .exe
@m0rph3u5.
2 жыл бұрын
Never heard of this term before. Build is use for building light and package is used for packaging and export.
@fus3603
2 жыл бұрын
@@m0rph3u5. True, but build sometimes is incorrectly used also to refer as packaging, and for the context of his sentence that seems 90% sure what he is trying to say
@RayaneAtd
10 ай бұрын
Thank you
This is fantastic, thanks for sharing!
I can't wait to give this a shot.
This is great addition!
very amazing !!!! cant wait to use it
This is so exciting!!! :)))
This is an awesome job guys... Awesome
I 've just tested. Works perfectly with high fidelity. Thank you, Epic, for such awesome tools.
@roblesliemedia
2 жыл бұрын
Where is this high fidelity or what do you mean? I've just got it working but I didn't see this option.
@LFA_GM
2 жыл бұрын
@@roblesliemedia I mean with just a few clicks you can convert the scanned head or any character into a MH with high fidelity to the original file. This is what I've got from DAZ 3D Characters. kzread.info/dash/bejne/X2Sprceroc_KZso.html Just hide hair and other body parts and it is working greatly. Hope that helps.
@roblesliemedia
2 жыл бұрын
@@LFA_GM Looking good, I subscribed to your channel.
@LFA_GM
2 жыл бұрын
@@roblesliemedia Welcome, thanks.
Thank you for your hardwork!!!
Now let’s do rest of the body. Very excited to try this out
damn good feature thanks for this timing saving process
damn amasing thank you also for tutorial please keep upgrading
Wait, a feature like this out of nowhere? It's almost groundbreaking!
@AndreNMailho
2 жыл бұрын
Exactly what I thought. Why are they not announcing this everywhere?
@brenolad
2 жыл бұрын
@@AndreNMailho It went out in email blasts
@jackiechannel6351
2 жыл бұрын
@@ukrainewarfootage2023 this sort of stuff has been possible for a while using wrap4d or zbrush shrinkwrapping tools. This just allows for a better preservation of features in the unreal/maya rig
Holy f* s*. Are you kidding me? This should be the next front page of Times bro xD. This is AMAZING, I need to test this tool right now.
Wait what. Did you just casually generate an extremely clean AF mesh from a scan within unreal and kept going like it was nothin? Hot doggie
@kettenotter
2 жыл бұрын
Yep... exactly my reaction... I missed only some texture reprojection functionality buts probably coming.
@pathfinder9602
2 жыл бұрын
lol, no body noticed that coming
@samuelenslin1850
2 жыл бұрын
Not quite. Its "just" taking the metahuman-default mesh and wrapping the scan onto that. Still amazing, but not retopology.
@DaroxxFR
2 жыл бұрын
@@samuelenslin1850 Wrapping a mesh to get a cleaner topology is one of the few methods of retopology (you have manual (clean but a lot of work), automatic (quick but... yeah) and hybrid (a lot of work to make a good base but quick to reusing it))
@samuelenslin1850
2 жыл бұрын
@@DaroxxFR True. But it's not generating new topology is what I was getting at.
I was just opening the library for DNA modification. I waited almost 2 years. Finally!!!!!!!!!!!!!!!!!!!!
amazing! Is there any way to edit the morph target models as well? It looks creepy when generating expressions for more stylized models.
Trully groundbreaking! Would be also great to have the same feature but for the body, so it will automatically align everything we sculpted, maybe even with custom textures, who knows?
interesting, just tried it out. Seems not be an exact wrap but more of a metahuman closest head it can generate to match the custom mesh. Still useful and pretty cool.
@roblesliemedia
2 жыл бұрын
Exactly my use case test as well. I feel it helps to make it not look so "metahumany" but it doesn't look like the person as I think people are hoping for.
Phenomenal!
Epic feature!
Where is the metahuman plugin in 5.1 ?
what about the body?
Amazing !! 🤘🤘
Cool tutorial! 💪 The workflow would be even better if the original skin texture of the 3D scan could be blended in Metahuman aswel with a slider. I do that in Photoshop now afterwards bases on the Metahuman final texture. Makes it look closer to the scanned person.
This is seriously awesome and a major bonus it makes this so much more awesome but the fact that I can't export it to Blender and it takes so long to render something or video out in Unreal Engine makes it kind of a deal breaker for me ....and I tried it all day on this really nice 3D model I bought of Michelle Pfeiffer today trying to get it to look like her and it came close but I realized I'm still gonna have to master animation to get it to look exactly like her when i animate... even though I could point my iPhone Facecap app at Michelle Pfeiffer on the TV and capture her face from the TV and apply that animation to the model... Which will get me close but then I'm still only limited to things that Michelle Pfeiffer has already said and just the way she said em
@toapyandfriends
2 жыл бұрын
Still an awesome tool could expand upon it... I'm imported the head mesh into Blender and I'm in the process of texturing it to see how realistic I can make it ..the rig was still on there when I did so that's a plus
I'm in awe
Wow. Just wow!
Finally....yesssss
The after a lot of testing, the limitation I can see.it doesn't work well on stylize character that have a big eye like the a Disney character, hope it will work on any character design soon. But great work guys. Thanks a lot for the update
I love love love it :)
brilliant, oh you tweak in mhc too :)
Is that template mesh supplied or can any template mesh be provided ?
AMAZING!
Thanks for the guide! Is there a way to use clothes from my 3D model as metahuman clothes?
Very cool. Does this work with low poly characters as well?
@ecoveydesigns1060
2 жыл бұрын
In most softwares you can use a "remesh" tool that will lower the poly count without disturbing the look of you model.
This is so better and user-friendly than Ziva Face Trainer.
Magic! Unbelievable!
@Jsfilmz
2 жыл бұрын
you look familliar
Very helpful. Is there anyway you can import ue5 mannequin mesh into metahuman then apply skin to it? I'm trying to create a metahuman based on exact mesh spec of ue5 mannequin.
Would it be possible to use facial features from a built head to a meta human? like the website character builder where you can blend multiple features.
All great stuff but is there any chance for skin texture? I only saw the raw texture
Well Done !
God fucking dammit. We've just finished 3 characters with full range of motions... In three weeks without going home. Oh come oonnn. Not sure what im feeling right now... Godddammit
@invadereriks
2 жыл бұрын
Same boat, but hey at least you can use your characters outside of unreal.
super awsome !!!!!!
amazing !
how did you make the viewport see things in front view ortographic? I can't find the viewport controls in UE5 like it had on UE4 that I could click on the corner of the screen
Does it apply the textures from the original scan as well?
Muchas gracias por el tutorial, Empezaré a hacer pruebas escaneándome a mi mismo.
Can we use leap motion or usb kinect from Microsoft for the new metahuman animator?
Would it be possible to import just a mesh with no albedo and get a metahuman model off of that?
Can you now also apply the original texture to the new mesh?
How can I apply this final metahuman with the animation to the original mesh? I mean, if i create a metahuman based on a roman statue mesh, and then apply the animation on the statue with all the original textures and so on..
can i do this with a character ive made like an orc from warcraft, because they have tiny noses and tusks, or could i even do it with a character like a demon?
Unreal Engine is the best!
seems like the end of classic wrap, zbrush, maya, mari workflow for digidoubles
@roblesliemedia
2 жыл бұрын
Nah
I encountered a issue where I messed up on a character because of to many eye lashes I edited the charter reimported it but it had the old trackers still when I followed these steps no idea to to rest them had to create a new project
So cool
This is nuts
Can meta human be used to build alien or none human meshes to build a life like build for humanoid beings?
Great video! The Subtitles are wrong tho
What are some ways to generate a face mesh?
Nice Epic!
Thank you.
Blow my mind :)
I just tried it it's so awesome thank you it really works so awesome thank you so much for this high technology!!... I don't even need Character Creator no more... Just if you can I need to figure out how to render this or get this in the Blender so far I haven't been able to render anything if you could direct me to a video on this channel that really helps me output video at no more than 30 seconds per frame...
@roblesliemedia
2 жыл бұрын
Bring it into an Unreal project and export as an FBX
i dont see the plugin, and all I know in UE5 is to scale an object. So it's not like i can fix it. Does anyone knows how to make the plugin appear?
When using a face link, the shape of the mouth is distorted to one side. Obviously, it looked normal in the metahuman program.But when I do a live link in Unreal Engine 5, it comes out distorted.
Why does the mesh have no textures after the auto rig ?! 🤔
Amazing skills! I see a time in the near future where humans may no longer be featured in Hollywood movies! A time when the exact replicas of famous people from the past will be re enacted in epic films! Kudos to the talented Unreal team 👍 The future is yours to merge with the past in high definition clarity!
Why is it when i open metahuman that there is 2 characters meshed into one ? the face of one is on the neck of the other, and one set of arms is set underneath the other set of arms ? I literally just opened unreal engine and meta human and this is what comes up and it appears there is absolutely nothing that can be done. What am i missing ?
when will it be available for mac!
Can't wait for the moment big stylized eyes will be support and the sclera can be scaled ;) My test run was great but the big eyes are sadly useless for now :'( but by then I'm probably too far with riggin and animating in blender that switching to meta human is just to cumbersome...
@bervync
2 жыл бұрын
Yeah I just did a test too, my character's eyes are not too exaggerated but slightly larger than the default MH eyes. This led to the eyelashes and eye cartiledges of MH not matching up to the new mesh.
0:23 I’m using M1 Max MacBook Pro and I can’t seem to find the plug-in in my UE5.3.2 even though I have Metahuman in my vault. Took half a day to trouble shoot it but I can’t find the solution. I tried reinstalling the launcher, UE5 and Metahuman but to no avail. Please advice.
Wait what?!? Wow!
the textures ?
mu ue 5.2 got crased on auto tracking? any tips or hack to fix it?
thank you for the vid! Can anyone tell me what to use or how to scan a face so that I can use that scanned face as used in this video? IE to convert to rigged metahuman. Thanks so much
@04:51 getting an error at this step (mesh to metahuman) in UE5, it says "error while executing the mesh to metahuman service". Tried everything from turning off anti virus and firewall to uninstalling and re-installing the metahuman plugin etc but error persists. Pls help!
How much of the neck do I need for this? Or would the head be enought
@thales9316
2 жыл бұрын
The head is enough
Hello, I'm in China now, and the experience of Metahuman here is not very good. I can't use it smoothly. It only takes five minutes, and the picture will become more and more blurred, so that I can't fully experience all the functions of Metahuman. Can you optimize the use experience of Metahuman in Chinese Mainland? thank you!!
Zbrush sculpts coming up