Unreal Engine 5 | Enzo Behind the Scenes | Part 1: Mesh to Metahuman Pipeline

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This is the first of the behind the scenes, where I share how the original mesh used to create Enzo was sculpted by @tomisackmann from scratch from his course on @cgcircuitLLC on how to create a realistic character in @MaxonVFX Zbrush, @Autodesk Maya & Mari, using @Russian3dscannerSoftware plugin Zwrap & @Substance3D

I will also walk you through all the steps I took when using the @EpicGamesStore & @3lateral4 mesh to meta plugin in @UnrealEngine 5 along with sharing some tips and techniques I learned in the process.

Special thank you to @maxwarlond for sharing the Metahuman Lighting setup and environment!

00:00 Intro
00:23 Tomas Sackmann Original Sculpt
01:09 Youtube Resources
01:19 Enable Mesh to Meta Plugin
01:31 Importing Head Mesh & Textures
02:01 Setting Up Metahuman ID
02:24 Framing, Lighting Options & Tracking Variations
03:07 Tracking Without Eye Texture
03:23 Tracker Options
04:10 Metahuman ID Solve
04:29 Metahuman Backend to Bridge

~ Links ~

3D Character Artist Tomas Sackmann

Unreal Engine Artist Max Warlond

Unreal Tutorial

#metahumans #meshtometahuman #ue5 #unrealengine5 #3dcharacter #digitalcharacter #epicgames #virtualproduction #mocap #digitalfilmmaking
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It was so great to work with you in this project Gaby! This video is amazing!

tomisackmann
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*This was great as a refresher thank you!* If someone has any trouble: the layout for 5.2 has changed on a couple things: If you have trouble finding the FOV setting that is clicked at @2:30 it is now in the Camera Setup panel; Click the _(kind of...)_ Camera looking icon, top center of the A|B Viewport. Focus Selected is here too (or can just hit 'f' as normal) ... To orbit the light, it used to be Alt+R mouse drag, it is now: Hold 'L'-key +L Mouse Drag... and you no longer need to worry about the 'pivot facing forward' as in the 5.2 they have made the first frame equal the FRONT, just make sure it is framed nicely. The Trackers part next, is where I switched to the UE Course linked in the description. You step in at time 3:30, and from there it is just a few more steps!

NextWorldVR
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Thank you for demystifying these mystic magic arts!

Native_Creation
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This is so exciting! Thank you for sharing the process of your amazing work! I can't wait to see the rest. ❤

nikoltsenkova
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Methodical, succinct, precision-ed, and well tested... You share the depth and breadth of experience hard-earned. Be you a neophyte or other... I applaud those who "share" and "create valuable tools" in furthering the growth of an "army" of talented creatives. What more can a creative ask for? ... with the exception of unrelenting dedication! Huge Kudos to both you and Tomos.

maritsaskinitis
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Wow…did not know the tracker results are different depending on the lighting used. Thanks for the tip👍🏻

Mr_Dee
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Great video and easy to follow along. Great work!

GlassboxTech
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Awesome, thanks for sharing this process. Looking forward to the following videos. Did you find a way to transfer the original textures to the metahuman?

DanielPartzsch
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What are your zbrush export scale settings at upon export? It comes in really small in Unreal Engine.

frellinghazmot