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After finishing the sculpting process,
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there are two things we need to do:
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First, separate the body and head mesh again,
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so we can exploit them separately.
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Just go into edit mode,
select the body by pressing L,
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and then press P to separate it.
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As usual,
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let's keep things tidy
and rename our objects.
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And second, we need to fix the border
between body and head mesh,
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so we don't get a visible gap in the model.
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Since we are not allowed to merge
vertices, we need to move them
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into a position where each border vertex
from the head mesh
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and the corresponding vertex on the body
mesh are in exactly
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the same location.
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To do this, turn on the vertex snapping
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and then select any Body vertex
on the border of the mesh.
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Presse G to move
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and snap it to its counterpart on the head.
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It's a bit of cumbersome manual work,
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but there are only 92 vertices, so
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it's manageable.
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Now we can export our meshes.
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Those will be used as our morph targets.
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So, select the mesh and go to export as OBJ.
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So, select the mesh and go to export as OBJ.
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I will add an "_morphtarget" to the file name.
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I will add an "_morphtarget to the file name.
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For the export we tick Selection Only
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and we have to set the transform
to -X forward and Z up.
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(again, you can save these settings as a preset),
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then export the head as well.
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We also need a Morph Base
for the Mesh Morpher
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so it knows what the original mesh is.
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So let's export the original head
and body meshes as well.
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Same export settings as before.
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And I will add
an "_morphbase" to these files.
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So we now have four files:
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The Morph Base and Morph Target for the head
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and the Morph Base
and Morph Target for the body.
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We are done in Blender and can now
go back to the Unreal Engine project.
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Now comes the magic of the Mesh Morpher plugin.
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Pro-tip: Before you do anything to the character,
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duplicate the skeletal mesh for the body
and also for the face first,
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so we keep the original
in case something goes wrong,
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or you just simply want to revert
to the original character for any reason.
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Maybe you want to render the old
and new versions side by side.
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And then open up the Mesh Morpher plugin.
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Select your new body mesh
and go to tools and "Create from OBJ files".
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Now we select the Morph Base,
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that we just exported from Blender
and the Morph Target,
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and give the Morph any name you prefer.
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I call it "HeroMorph".
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When creating the Morph Target,
I usually leave
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all other settings on default,
but there are two things to be aware of:
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Number one, if your sculpt is symmetrical,
it doesn't matter.
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But if you have asymmetrical features
like my cut-off left ear and scars,
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you will have to set the scaling
on the X-axis to -1.
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Otherwise your Morph Target will be inverted.
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And second, there is a smoothing option here.
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If you leave it on default,
it might result in a gap
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between the body and head meshes,
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since the smoothing option
will slightly move vertices around.
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So you might want to set this all to zero,
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and then you are good to go.
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Repeat the same process for the head.
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Select your new face mesh,
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choose the Morph Base and Morph Target,
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give it a name and click OK.
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Right...
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Let's see what we actually created here.
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If you open up the hero body asset,
you will notice that a new Morph Target
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has been added with the name
that you assigned to it in Mesh Morpher.
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In my case, it's called HeroMorph.
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You can now use the slider to check
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that the morph has been correctly applied.
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The same thing for the head.
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If you open the hero head asset and scroll all the way down,
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you should see
your new morph target there.
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Check if everything is fine.
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However, even if we set the Morph Target
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to one, our character
still looks the same in the viewport.
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So what we have now is still the original
metahuman mesh with the morph target.
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What we want, however, is a new mesh
with the changes applied.
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So in order to apply the Morph Target
to your character,
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you have to bake it.
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Go to Bake, set the morph target to 1
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and then click Bake.
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Repeat the whole thing
for the body as well.
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Select the body,
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go to bake, set more target to 1 and click Bake.
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The result is a new skeletal mesh
for the head and for the body.
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Just reassign the new meshes
in the character blueprint,
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and you are done.
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And the good news is:
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We now have a customized character mesh
without having broken anything.
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The new character
still has all its metahuman abilities.
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The control rig works.
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The face blend shapes are all there, so
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we good. ;-)
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Next, we want to customize the textures as well.
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Like, for example,
actually texturing the scars on the face
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and maybe adding some body
tattoos and blood
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and dirt, to make him look more like a warrior.
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In chapter 3,
I will show you the texturing workflow
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using Substance Painter.
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You will learn
how to texture the full character,
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including head and body mesh,
at the same time.
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How to export the textures
and set them up in Unreal Engine,
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and I will also show you
how to modify the wrinkle maps
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so we can keep the original normal details
while introducing
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an additional layer of our own texturing
work to the normal and base color maps.
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See you there!
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