greate work, is there is anyway to make video to customize the clothing for this character, or a way to copy the skin weight from the character to the outfit clothing instead of reskin the clothing, and exported to metahuman and to UE5? thanks
Good day! Great tut, how about body? Metahuman creator separates head and body and body is realistic human body how can we make sure that it stays same as in your character ?
quick question. Can i do that process except i export it to blender. Then let's say i modify the eye (bionic eye for example). can i reimport it on Unreal and mocap the face or should i redo the process of mesh to metahuman each time?
lol, like the dissing Blender, but I'm Head and toes a Blender guy after Auto-desk fined the company for me "wrongly" logging into 3D Max 2019 after 3D Max 2020 was released. And again 2 months ago for an EX employ that cracked software. Take a lot of time proving innocence and convincing a company that just dont care unless you buy or pay something extra every time they desire. Auto-desk would be my first choice if costumer-care was there main objective. But I'm happy to pay more buying plugins and a lot more smaller programs if I dont have to prove that I'm not a criminal. That said, I'm to small to enjoy having a large team, and blender dose everything I currently need. I will defiantly put the past behind me when I grow bigger and need real power.
No, not in my first hand experience at ILM, Sony, and Framestore for example. I'm all ears though if you'd like to give specific examples from your experience. Cheers
As awesome as blender is, it's not relevant to bring up in the metahuman context. It's basically entirely unsupported by metahuman workflows. The best you can do is import triangulated unrigged fbx's. There's some ways to work with metahumans in blender, but they definitely aren't comfortable or viable for actually working long term and maintaining sanity