"I lost my sanity making this video" I feel you man! 😅 I had plans to make courses on different character creation workflows, but after finishing the first one I was exhausted... 😆 Congratulations on a well-made tutorial! Love the pace, the thoroughness and of course your humor. 🙂 And thank you so much for the shout-out!
Hahahaha bro we had at least 2 breakdowns whilst scripting and recording this video. You know trying to clarify complex concepts is the most difficult tasks. Dont know how you pulled through groom and clothing and so much more 😂 how long did it take u btw?? And also Thank you for the love brother.
@@badxstudio this level of character 'inside mechanics' requires a high focus into the desired end character design and the walking guide through character mechanics forest is reaally easy to get lost... good you have 2 minds ! lol
I've spent years piecing this info together from random vids and forums, so I really appreciate how much time you've spent collating all of this into one easily digestible and accessible video. Amazing work, thank you x
Unfortunately, This tutorial no longer works with UE 5.4 & the new Metahumans. I have tried everything, but still not working, Haven't had an answer from the makers. But still works with UE 5.3 and old Metahumans.
Any workaround for messing with the back of the head? Due to it being non-manifold, it makes it awkward as I’ll just end up with a gaping whole in my meta humans head
Thank you for the video! Heads up if someone encounters an issue converting the fbx with autodesk: make sure when you export the fbx from the sequencer that "Fbx Export Compatibility" is set to "FBX 2013"
11:18 - If 'Import Morph Targets' doesn't appear, carry on with the steps; import file path > reimport base mesh with new file. Once the mesh is imported, the 'Import Morph Targets' button should appear (if it doesn't, close the window and open it again). Then tick the 'Import Morph Targets' box and click 'Reimport Base Mesh' . The new morph target should be in the morph targets tab (again, close the window and open it again if it doesn't appear straight away). Hope this stops someone from freaking out like I did :) Great tutorial though guys, super easy to follow❤
@@badxstudio Yes, I tried it to make Agent 47. But I dono, some parts of my face wobbled. Wasnt as good as yours. You can see the result here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-gAOjF8gRwps.html
Trust us when we say substance is a MUST for any 3D artist if you are looking to upgrade your texturing. You can use it in almost ANY project outside of metahumans and characters. We've been using it for the longest time and it's honestly super intuitive.
Groooooom….. Yes hair tutorial please. Blender preferably Awesome tutorial!! This is now THEE Metahuman tutorial. Thanks for this tutorial! And yes clothes as well. That’s two tutorials please. Again..incredible tutorial!
nice... nevertheless, this video is more I mean, neverthemore, this 'customise my metahuman is almost the best video in town ! yes please do a extensive clothing w marvelousDesigner + blender from metahuman to methuman clothing using if possible, use flapper dress female daz G 8 cause it is reaaally rare dress from 1930... cheers from RIo ! ps. add chapter 5' 10" mesh 'convert w autodesk...'
Hey guys, got a little problem. I did all the step until 18:00 but my human is not changing in actual world. The face is changing when i look really close to the object but the body's not changing at all. Did the stuff in event graph and construction script ofcourse. Do anyone know how to solve this problem?
2:19 - Dropping a metahuman in a sequencer, automatically creates all the rig controls? even for the face? whaaa.....?! 5:28 - I can't imagine the number of users and forums you went through to get this answer. Fbx2013?!
Hello, you guys seem to know what you're doing. I've been trying to turn a Twi'lek from Star Wars into a metahuman using the Mesh to Metahuman tool, but after finishing the process, it removed the lekkus completely. My question is: is there a way to turn a humanoid character with non-human features (in this case lekkus (tentacles from the back of their heads)) into a metahuman?
Great tutorial, thank you for making this using Blender. I hope 🤞 Epic does something to customise metahuman inside unreal, something like Modeling/Sculpt + Quixel mixer inside UE5 etc.
Any chance you can answer this question, if possible. Thanks, "Hi Guys, great tut, but no matter what I do,, in Blender I cant rename Face to Root, it always reverts to root.001, then everything from then on is wrong, any help would be great, thanks" then when try animate character in sequencer, the head detaches from body.
That is most likely because you already have a mesh named "root" After exporting, change the name of that "root" to something else, then you'll have the name "root" slot free =3
He guys, can you please help me out. I have followed the tutorial multiply times but my head just won't update. I don't get the "problem" where the hair is all messed up, although i can see that the fair is messed up in the thumbnail in the content browser. But if i check the blueprint everything is correct. I have deleted the face over and over but i just don't appear. I tried discord and online forums but without succes. What am I missing? EDIT: For anyone who struggle with the same issue. When I put the num LODs to 1 it fixes the problem
What I want to see--- bringing /my/ face in to metahuman to get my actual skin tone, shapes, and imperfections. Most tutorials just "oh import 3d scan, map points and voila!" but that's a copout and not at all what people want. I'm going to have to watch this tutorial like 100x to really figure out how to do things like that. Essentially, I have an existing 3d model head/body and/or an existing texture of the face/body and how do I bring that in to match the unreal uv map.
Guys !! How about import and animate your stylised body and face character created in blender or 3dsmax into UE5 to animate it with metahuman face and body?? 🤔🤔
@@badxstudio Do you now why I am subscribe to your chanel? because you are the best ! and I learn me and my friends a lot thinks on your chanel!! The idea is cartoon or animal character ! thanks a million
I'm really sorry to bother you again but I have one more question. My textures involving blood but the OcclusionRoughnessMetalic are in a separate texture. Is it possible to use this in UE5? The blood is now very flat since it's missing the shiny part.
You asked 'how was the video in another video'. There are times where you rush through steps and we have to piece together where you are clicking and such. Less hectic would be better. Also if possible zoom in on the areas where you are clicking so we can see clearer. Thanks for your efforts!
I have no idea about how to do any of this. Yet, I was invested throughout the tutorial. I was like "yeah, I can do this. I can click that. I can download this", all the while knowing that I have a heck load to learn before doing any of this. The basic thing I learnt from this tutorial is that there's a difference between a beginner and a wannabe. Anyhow, thank you for the tutorial. Hopefully, it'll help once I've learnt the ropes.
Hahahahahaha just the fact that you watched the whole thing without knowing much about the workflow amazes us … we love it!! Thank you :) we hope this inspires you to actually give it a try 🤟🏼
You technically can but then you will need to alter the DNAs. There is only one GITHUB plugin we've found so far that apparently allows you to do that. It's definitely out of our expertise at the moment. However in Maya this is totally a doable thing! There is an addon called Metapipe (look it up) and it works flawlessly for switching out bodies and head meshes.
Man, i think that deserves a round of 👏 applause. You guys worked so hard. I may have a go at this when ive got a spare day. 😂 On the sculpting part. Is there anyway to use a head ive already sculpted? BTW....YES PLEASE TO....show us how to create blender hair to use in UE5.
I tried importing a cartoon face from CC4 and I just couldn't get it to solve the eyelids properly. It was messing them up pretty bad. The eyes were big cartoon eyes though
Yes if you use the realtime version of the livelink app then you absolutely can! Check out codemiko online she does something similar to what you are asking for
While this method does allow you to pull in a sculpted morph target, it breaks the Metahuman DNA that manages the face, making the facial performance feel flat and unnatural. Compare side-by-side with the original and you'll find that the corrective shapes managed by the DNA are lost - like the creases that form around the mouth when talking. Not to mention the face armature does not get updated to match the new geometry, which can lead to unnatural face deformations. The best way is to modify the DNA directly, not the mesh. Epic/3Lateral does this in Maya. Currently, you can also use MeshMorpher inside Unreal, or MetaReForge in Blender.
Hi Guys, Does this tutorial work with the new metahumans in UE5.4.1 ? as no matter what I do, I come up with countless problems and faults, mostly to do with the head and hair grooms, Everything worked fine with the UE5.3 and last metahumans. Thanks in advance.
I followed up all steps according to your tutorial but I m not able to see the changes in the new metahuman in viewport I don't know what's stopping it
I understand that, for cinematics, LOD0 will be used as the highest quality LOD available, but is there an easy workflow to update the other LODs if required?
Great video! Lovethe info and the personal tone. Did you ever do a tut about MetaHuman custom clothes, like you mentioned? I would love to see one! What is for instance the best app for it, Marvelous Designer or something like METATAILOR?
What a great effort, I almost feel bad about griping, but substance painter is stupid expensive. Quixel Mixer is available for free and bridges stright into UE5. Could this replace substance painter inthe workflow, maybe easier to use?
I'm having trouble taking my meta human from the website used in the last video and putting it into unreal engine. Could you explain to me how we're supposed to do that? I exported the meta human in question, but it is an MHB file that cannot be imported. Edit: Nevermind I'm dumb, got it fixed lol.
Thanks for the amazing tutorial, could you make a tutorial on how to import the metahuman to maya (preferably max) and add a hair rig then import it back to ue5?
amazing video!! everything worked like a charm. but when I want to export the customed body from Unreal Engine, I get the mesh of the old body. is there any way I can export the customed body so I can use it in clo3d?
Hi, I downloaded my custom meta human based on the keentools workflow ( ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-z-FopfhJCL0.html - in video I saw that they only use 2k textures which was weird to me) with mesh to metahuman workflow. When I want to export my Metahuman face textures, they are also 2k resolution even with my highest quality metahuman import into my UE scene - how can I get my textures in at least 4k for the face? I selected highest quality when importing my custom MH trough quixel bridge. Thank you!
This was amazing! Thank you for the hard work in this video. I would love to see more regarding changing clothing on your metahumans. I haven't looked through the videos but will be checking next! AMAZING Work!
I'm using the correct naming convention for the face and body textures, but when I try to import them into Substance Painter, I only ever see a "1", never a "2". Anyone know the fix for this?
Hey, this video is what im looking for from long time, Thanks alot for your efforts and great explanations. Now the workflow is very much clear to me. I have a request, can you guys please explain about cloths workflow for Blender to UE5 or how to create and design cloths in UE5 itself? Even a short video will help alot. You are putting alot of efforts in these videos, so if you need any help with video editing or image editing do let me know i'll help you guys out as much as i can.
I get errors when importing the textures into Substance Painter. I'm able to import them but it says it failed to decode bitmap. After doing some research it seems it has to do with the naming but I'm naming them correctly with the 1001 and 1002. Also, when they do import if I drag the face color to the base color like you do it just puts the face mesh on. Same with the body. But I only had one material when exporting from blender. So frustrated. Awesome tutorial though!
Had to downvote simply due to the ignoring the LODs at 18:00. The number 1 most important part to a meta human if you're looking to use it for anything other than renders... Sad.
dude I had to wait like an hour for the low poly model to even load and show up in substance painter. I thought there was something wrong w my fbx file I was gonna rip my hair out.
Hi all - I'm getting some annoying errors on import to Substance Painter - stating that my head mesh has elements that overlap UDIM tiles, and therefore it fails to load the scene. These have come straight from Metahuman export from Unreal, with no tinkering in between (only thing I've done is use Blender to detach the rig and bones).
First of all love it full of energy and solutions after that i have requests from you please make video about UE5 problems like crashing freezeing screen solutions. I facing my project freezing problem when i bring metahuman and i can't do anything in my project screen and i have to restart my pc do you have any solution
SO update @baddecisionsStudios i have found a way to make custom clothes and rig it to the metahuman. currently its working in 5.3 but using this tutorial and my sheer will to not give up i made clothes for my metahuman and successfully attached them rigged and everything. the characters is playable aswell
Such a great tutorial! So valueable. Thank you!! Is it possible you could make a tutorial about custom clothing on the metahuman and maybe animation from rokoko, reallusion library, hehe one can hope!
Hey, amazing tutorial, I honestly need help with a meta human I created, for some od reason ill delete and redownload/reimport but it doesn't save any of the hair when bringing it onto unreal engine, and the skin doesn't match either. Anyway I can show you or message you?
I changed, activated the morph targets and successfully applied them to my playable character, but when I press play, the custom mesh does not change, it stays with the original body
this process is chaotic to follow. too fast and too many skips. and lack of detail explanations. depressing. it looks like performancing visually easy looking more than tutorial guide.
i need a 1 on 1 class for this sh*t... all these tutorials move way too fast and i dont have much experience with unreal yet, let alone blender...i just wanna goof around in metahuman but i wanna customize too...
That's really cool, I was just in the process of figuring out the workflow for this myself when I found this video and your older one on changing the face texture, made me think of the potential for some awesome looking transformation, say werewolf or super saiyan and would really lend itself to some cyberpunk style augmentations. I'm still working out some of the finer details but is there a way to have different normals, roughness and metallics to achieve warpaint? As you've said it only uses the colour and normal maps. Is there anywhere we can get into these channels to get that higher level of detail for anything that sits on the surface of the skin?
this was simply spectacular. one of the best hours I've spent watching a tutorial. Truly what was needed now as the process for customizing metas are a mystery for most. Well done.
hey guys i have a question, if i change the head entirely, suppose i want to make like the Ghost Rider, if i make a skeleton head, it would be possible by using this method?