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These are the user uploaded subtitles that are being translated: 1 00:00:00,866 --> 00:00:02,700 After finishing the sculpting process, 2 00:00:02,700 --> 00:00:05,533 there are two things we need to do: 3 00:00:05,533 --> 00:00:08,366 First, separate the body and head mesh again, 4 00:00:09,000 --> 00:00:11,833 so we can exploit them separately. 5 00:00:11,833 --> 00:00:14,966 Just go into edit mode, select the body by pressing L, 6 00:00:15,266 --> 00:00:18,300 and then press P to separate it. 7 00:00:18,300 --> 00:00:19,000 As usual, 8 00:00:19,000 --> 00:00:21,566 let's keep things tidy and rename our objects. 9 00:00:23,300 --> 00:00:27,266 And second, we need to fix the border between body and head mesh, 10 00:00:27,900 --> 00:00:30,066 so we don't get a visible gap in the model. 11 00:00:32,933 --> 00:00:36,166 Since we are not allowed to merge vertices, we need to move them 12 00:00:36,166 --> 00:00:39,900 into a position where each border vertex from the head mesh 13 00:00:40,533 --> 00:00:43,733 and the corresponding vertex on the body mesh are in exactly 14 00:00:43,733 --> 00:00:46,000 the same location. 15 00:00:47,333 --> 00:00:49,700 To do this, turn on the vertex snapping 16 00:00:50,900 --> 00:00:54,000 and then select any Body vertex on the border of the mesh. 17 00:00:55,300 --> 00:00:56,633 Presse G to move 18 00:00:56,633 --> 00:00:59,366 and snap it to its counterpart on the head. 19 00:01:01,533 --> 00:01:03,566 It's a bit of cumbersome manual work, 20 00:01:03,566 --> 00:01:05,866 but there are only 92 vertices, so 21 00:01:06,600 --> 00:01:08,166 it's manageable. 22 00:01:19,766 --> 00:01:22,600 Now we can export our meshes. 23 00:01:22,600 --> 00:01:24,800 Those will be used as our morph targets. 24 00:01:25,633 --> 00:01:27,866 So, select the mesh and go to export as OBJ. 25 00:01:27,866 --> 00:01:29,400 So, select the mesh and go to export as OBJ. 26 00:01:32,933 --> 00:01:34,766 I will add an "_morphtarget" to the file name. 27 00:01:34,766 --> 00:01:36,966 I will add an "_morphtarget to the file name. 28 00:01:39,066 --> 00:01:41,333 For the export we tick Selection Only 29 00:01:41,933 --> 00:01:46,466 and we have to set the transform to -X forward and Z up. 30 00:01:47,966 --> 00:01:50,066 (again, you can save these settings as a preset), 31 00:01:51,366 --> 00:01:54,433 then export the head as well. 32 00:01:54,600 --> 00:01:56,866 We also need a Morph Base for the Mesh Morpher 33 00:01:57,133 --> 00:01:59,733 so it knows what the original mesh is. 34 00:01:59,733 --> 00:02:03,000 So let's export the original head and body meshes as well. 35 00:02:04,166 --> 00:02:06,600 Same export settings as before. 36 00:02:06,600 --> 00:02:10,300 And I will add an "_morphbase" to these files. 37 00:02:11,566 --> 00:02:14,066 So we now have four files: 38 00:02:14,066 --> 00:02:16,166 The Morph Base and Morph Target for the head 39 00:02:16,400 --> 00:02:18,966 and the Morph Base and Morph Target for the body. 40 00:02:20,100 --> 00:02:23,500 We are done in Blender and can now go back to the Unreal Engine project. 41 00:02:24,600 --> 00:02:27,000 Now comes the magic of the Mesh Morpher plugin. 42 00:02:28,400 --> 00:02:31,300 Pro-tip: Before you do anything to the character, 43 00:02:31,966 --> 00:02:35,000 duplicate the skeletal mesh for the body and also for the face first, 44 00:02:35,000 --> 00:02:38,933 so we keep the original in case something goes wrong, 45 00:02:39,833 --> 00:02:43,733 or you just simply want to revert to the original character for any reason. 46 00:02:43,933 --> 00:02:47,200 Maybe you want to render the old and new versions side by side. 47 00:02:49,133 --> 00:02:51,333 And then open up the Mesh Morpher plugin. 48 00:02:51,333 --> 00:02:56,066 Select your new body mesh and go to tools and "Create from OBJ files". 49 00:02:57,533 --> 00:02:59,266 Now we select the Morph Base, 50 00:02:59,266 --> 00:03:02,966 that we just exported from Blender and the Morph Target, 51 00:03:04,633 --> 00:03:07,466 and give the Morph any name you prefer. 52 00:03:07,466 --> 00:03:10,333 I call it "HeroMorph". 53 00:03:10,400 --> 00:03:12,800 When creating the Morph Target, I usually leave 54 00:03:12,800 --> 00:03:17,100 all other settings on default, but there are two things to be aware of: 55 00:03:18,400 --> 00:03:22,100 Number one, if your sculpt is symmetrical, it doesn't matter. 56 00:03:22,100 --> 00:03:26,333 But if you have asymmetrical features like my cut-off left ear and scars, 57 00:03:27,733 --> 00:03:31,166 you will have to set the scaling on the X-axis to -1. 58 00:03:31,366 --> 00:03:33,500 Otherwise your Morph Target will be inverted. 59 00:03:34,766 --> 00:03:37,133 And second, there is a smoothing option here. 60 00:03:38,200 --> 00:03:40,900 If you leave it on default, it might result in a gap 61 00:03:40,900 --> 00:03:43,266 between the body and head meshes, 62 00:03:43,266 --> 00:03:46,233 since the smoothing option will slightly move vertices around. 63 00:03:47,366 --> 00:03:49,566 So you might want to set this all to zero, 64 00:03:49,800 --> 00:03:52,200 and then you are good to go. 65 00:03:55,200 --> 00:03:57,233 Repeat the same process for the head. 66 00:03:57,233 --> 00:03:59,033 Select your new face mesh, 67 00:03:59,033 --> 00:04:01,600 choose the Morph Base and Morph Target, 68 00:04:01,600 --> 00:04:04,533 give it a name and click OK. 69 00:04:12,633 --> 00:04:13,233 Right... 70 00:04:13,233 --> 00:04:16,000 Let's see what we actually created here. 71 00:04:16,000 --> 00:04:20,033 If you open up the hero body asset, you will notice that a new Morph Target 72 00:04:20,033 --> 00:04:23,766 has been added with the name that you assigned to it in Mesh Morpher. 73 00:04:23,766 --> 00:04:27,433 In my case, it's called HeroMorph. 74 00:04:27,433 --> 00:04:29,200 You can now use the slider to check 75 00:04:29,200 --> 00:04:32,933 that the morph has been correctly applied. 76 00:04:33,600 --> 00:04:34,733 The same thing for the head. 77 00:04:34,733 --> 00:04:38,366 If you open the hero head asset and scroll all the way down, 78 00:04:38,633 --> 00:04:40,466 you should see your new morph target there. 79 00:04:41,800 --> 00:04:44,500 Check if everything is fine. 80 00:04:46,366 --> 00:04:48,566 However, even if we set the Morph Target 81 00:04:48,566 --> 00:04:51,900 to one, our character still looks the same in the viewport. 82 00:04:52,766 --> 00:04:56,733 So what we have now is still the original metahuman mesh with the morph target. 83 00:04:57,633 --> 00:05:01,566 What we want, however, is a new mesh with the changes applied. 84 00:05:02,700 --> 00:05:05,166 So in order to apply the Morph Target to your character, 85 00:05:05,666 --> 00:05:07,733 you have to bake it. 86 00:05:08,400 --> 00:05:11,366 Go to Bake, set the morph target to 1 87 00:05:12,000 --> 00:05:13,866 and then click Bake. 88 00:05:20,133 --> 00:05:22,333 Repeat the whole thing for the body as well. 89 00:05:22,333 --> 00:05:23,433 Select the body, 90 00:05:23,433 --> 00:05:26,833 go to bake, set more target to 1 and click Bake. 91 00:05:30,033 --> 00:05:33,666 The result is a new skeletal mesh for the head and for the body. 92 00:05:34,533 --> 00:05:37,133 Just reassign the new meshes in the character blueprint, 93 00:05:38,200 --> 00:05:38,800 and you are done. 94 00:05:40,900 --> 00:05:42,066 And the good news is: 95 00:05:42,066 --> 00:05:46,433 We now have a customized character mesh without having broken anything. 96 00:05:47,466 --> 00:05:50,566 The new character still has all its metahuman abilities. 97 00:05:52,000 --> 00:05:53,633 The control rig works. 98 00:05:53,633 --> 00:05:55,933 The face blend shapes are all there, so 99 00:05:56,700 --> 00:05:57,600 we good. ;-) 100 00:05:59,333 --> 00:06:01,900 Next, we want to customize the textures as well. 101 00:06:02,700 --> 00:06:05,966 Like, for example, actually texturing the scars on the face 102 00:06:06,633 --> 00:06:09,833 and maybe adding some body tattoos and blood 103 00:06:09,833 --> 00:06:12,133 and dirt, to make him look more like a warrior. 104 00:06:14,366 --> 00:06:16,833 In chapter 3, I will show you the texturing workflow 105 00:06:16,833 --> 00:06:19,166 using Substance Painter. 106 00:06:19,166 --> 00:06:21,300 You will learn how to texture the full character, 107 00:06:21,533 --> 00:06:23,833 including head and body mesh, at the same time. 108 00:06:24,833 --> 00:06:27,566 How to export the textures and set them up in Unreal Engine, 109 00:06:28,166 --> 00:06:31,033 and I will also show you how to modify the wrinkle maps 110 00:06:31,300 --> 00:06:35,233 so we can keep the original normal details while introducing 111 00:06:35,233 --> 00:06:39,666 an additional layer of our own texturing work to the normal and base color maps. 112 00:06:40,833 --> 00:06:41,533 See you there! 9391

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