when I import to unreal engine the whole thing is grey like when you're sculpting, how do i show the actual object with the skin colours and eyes on etc?
Absolute First class Tutorial, just like all of the others, one very small glitch though, and I see it has been mentioned before, and probably an easy fix, but when importing fbx file into UE5... There's No Textures, followed the advice already giving, But something's not working, which is such a shame, I think a few others are having the same problem, could you clarify that part a little bit further Please. Thank You
same I just tried and had the same issue : "Failed to import 'E:/Blender/Creality/TruHead_Touched.fbx'. Failed to create asset '/Game/modes_head'. Please see Output Log for details."
Hey bru, I've followed your tutorial and made my own custom metahuman. But the problem is whenever I import it into Unreal Engine using Quixel Bridge, I lose all added hair on the model (eyebrows, hair, beard, moustache, eyelash) How do I fix this issue?
Ok. Something isn't working here. I have the scan. I'm doing everything you're saying. I cannot for the life of me get my material to export from Blender properly. It just shows up as blank each time. I've done the export image from the UV panel. Its a png. But everytime it shows up as blank. WTF am I doing wrong???
Good and straight video. But one question: i created a metahuman about myself and the problem is that the metahuman doesnt look like me (like just 10% similarity)... how do i improve that he looks more like me?
hey your videos are just awesome and so helpful, just a need of a clarification that in polycam how much minimum photos and from what angles should we click in order to get a perfect 3d scanned model?
First tell a friend or someone to do it if you are scanning your own face. Move the phone 180 degrees horizontally and vertically from the front and the side and always keep the face in the frame. Polycam will automatically click pictures. Then you can move the phone in intermediate positions to get that data too. Also as I said you don’t need a high res mesh, just a basic mesh for defining the proportions of the face.
super helpful video dude, straightforward and effective as usual. But i have a question here, as a newbie using Blender (only use it for convert glb file), why the fbx i exported doesnt have texture, and will it matter if im using fbx with empty material to change the metahuman head?
The texture should be imported by default. If not then you can do it manually. In blender select the model and go to the UV editor. Form there you can export the color map as a png. I think we need the color map for the metahuman to work but I am not sure. Try it without the texture and let me know if it works.
@@pinkpocketTV i did it without texture, the tracking result is quite bad, i had to adjust the markers manually and without texture is hard to place them accurately. But anyway, i can still get a result, but not sure if there will be issue in later animation, will do more tests in the following workflow.
For now there are limited clothing options but I think they will add a lot later. You can also use custom solutions like Marvelous Designer to design clothes.
2 questions: 1, from Polycam I see my body in colors. But in Blender, I don't see it. 2, importing fbx files doesn't show me anything on unreal engine please, thanks!
What a great tutorial! Thank you. I’m gonna try this out soon 😀 Do you know how to export the mesh files and textures at the end from UE as fbx to use them in blender? Thank you in advance! ❤️
You can select the mesh in blender then go to the UV editor and save that texture as a png file. After that you can import that texture in UE5 and add it to the material.
getting these errors Creating thread pool with 12 threads. (DnaDatabaseDescription.cpp, l40): DNA Database description does not contain blend_identity model. (DnaDatabaseDescription.cpp, l46): DNA Database description does not contain DNA database folder. (DnaDatabaseDescription.cpp, l52): DNA Database description does not contain archetype DNA. (ActorCreationUtils.cpp, l330): Bad input data: All vertices on the input mesh marked as invalid. Please check input mesh topology. (ActorCreationAPI.cpp, l327): failure to rigid align: Critical error (ActorCreationUtils.cpp, l330): Bad input data: All vertices on the input mesh marked as invalid. Please check input mesh topology.
There are phogrammetry solutions for the PC as well. I wanted to keep things simple that’s why I used an app. Look into Meshroom, that’s a free and open source photogrammetry software.
Yes! You can use any camera you like and there are plenty of photogrammetry tutorials on RU-vid as well. Look into Meshroom, that's a free and opensource photogrammetry software!
@@pinkpocketTV I have used my DSLR and Meshroom for photogrammetry in past experiments. It works really well. My Android phone does not have LIDAR function. Maybe a work-around not using Polycam but following the rest of your tutorial after the the Polycam part will work. I am really excited to get my own 3d assets into UE5. Thank you!
Hey! I love your videos! Really easy to understand but i have a problem, i dont know why when i import my GLTF file in Blender, it does not have colour in it, so frustrating