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These are the user uploaded subtitles that are being translated: 1 00:00:01,166 --> 00:00:03,533 Let's make some hair! 2 00:00:04,800 --> 00:00:05,733 With the groom system in Unreal Engine, 3 00:00:05,733 --> 00:00:06,700 With the groom system in Unreal Engine, 4 00:00:06,700 --> 00:00:07,900 we don't have to go through 5 00:00:07,900 --> 00:00:11,600 the complicated process of creating hair cards for our characters. 6 00:00:12,466 --> 00:00:16,833 Instead, we can create hair particle systems in Blender and import them 7 00:00:16,833 --> 00:00:20,633 as Alembic files into Unreal Engine with really beautiful results. 8 00:00:22,500 --> 00:00:23,700 So in this chapter, 9 00:00:23,700 --> 00:00:27,200 we will have a look at the workflow of creating custom hair for our Hero. 10 00:00:28,466 --> 00:00:30,666 I will show you two ways of creating hair: 11 00:00:31,433 --> 00:00:33,866 One is the native blender hair particle system, 12 00:00:34,566 --> 00:00:38,000 and the other one is a free blender addon called HairNet, 13 00:00:38,300 --> 00:00:40,666 which is quite useful to make specific hair types. 14 00:00:42,133 --> 00:00:44,700 Creating hair is always a process that requires 15 00:00:44,700 --> 00:00:48,233 a lot of tweaking and finetuning to achieve a good looking result. 16 00:00:48,700 --> 00:00:52,466 So depending on the hairstyle you are going for, this chapter 17 00:00:52,466 --> 00:00:55,833 might not give you a step by step instruction for every use case, 18 00:00:56,566 --> 00:01:00,200 but I hope you learn the fundamentals of the hair system in Blender to get 19 00:01:00,200 --> 00:01:02,000 you started for your own projects. 20 00:01:03,666 --> 00:01:04,400 Right... 21 00:01:04,566 --> 00:01:06,700 Let's get to it. 22 00:01:06,700 --> 00:01:09,233 First, let's download and install the HairNet addon. 23 00:01:09,866 --> 00:01:12,000 You can find it on GitHub at this address. 24 00:01:12,833 --> 00:01:15,400 Click on the releases and download the latest version. 25 00:01:17,366 --> 00:01:20,566 Then open up the preferences in Blender and install the addon. 26 00:01:21,300 --> 00:01:23,366 I'm using Blender 2.93, by the way. 27 00:01:28,433 --> 00:01:29,266 After installation, 28 00:01:29,266 --> 00:01:32,433 you can find it in the N-panel under the tab called Hair. 29 00:01:33,200 --> 00:01:37,500 The feature that I want to use for my hair is the Add Hair From Sheets feature. 30 00:01:38,066 --> 00:01:40,500 Let me show you how it works. 31 00:01:40,500 --> 00:01:43,133 All it needs is a mesh with some edge loops and seams. 32 00:01:44,400 --> 00:01:47,966 What it does is creating hair strands along the normal edge loops 33 00:01:48,233 --> 00:01:51,933 with hair subdivisions at every seam. 34 00:01:51,933 --> 00:01:55,366 Let's create a plane, make some loop cuts, and mark them as seams. 35 00:01:57,066 --> 00:02:00,966 Then we need to make sure Emit Hair on Self is checked and click on Add Hair From Sheets. 36 00:02:00,966 --> 00:02:02,833 Then we need to make sure Emit Hair on Self is checked and click on Add Hair From Sheets. 37 00:02:03,166 --> 00:02:06,400 The tool generates two hair strands along the two edges of the plane. 38 00:02:07,566 --> 00:02:10,766 We can hide the plane itself by unchecking the Show Emmitter box 39 00:02:10,766 --> 00:02:14,066 in the Viewport Display section of the particle details panel. 40 00:02:15,200 --> 00:02:17,233 After the hair is generated, you can treat it 41 00:02:17,233 --> 00:02:19,500 like any hair particle system. 42 00:02:19,500 --> 00:02:20,600 So if, for example, 43 00:02:20,600 --> 00:02:24,166 you go into particle edit mode, you can groom the hair to your liking. 44 00:02:25,033 --> 00:02:27,566 And the nice thing is it is non-destructible. 45 00:02:27,866 --> 00:02:30,633 So if you decide to change the shape of your emitter plane, 46 00:02:31,466 --> 00:02:35,000 you can regenerate the hair particles and they will adjust to the new form 47 00:02:35,066 --> 00:02:36,866 of the emitter geometry. 48 00:02:36,866 --> 00:02:39,900 Also, maybe you want to increase the hair density and introduce 49 00:02:39,900 --> 00:02:41,000 additional loop cuts. 50 00:02:41,000 --> 00:02:44,400 You can do that. Just delete the particle system and generate it again 51 00:02:44,400 --> 00:02:46,933 after you have made changes to the emitter plane. 52 00:02:47,766 --> 00:02:50,000 So now that we know how to use the HairNet addon, 53 00:02:50,633 --> 00:02:53,466 let's go ahead and actually make some hair for our character. 54 00:02:54,366 --> 00:02:58,466 I want to make the King Harald hairstyle from the Vikings TV show. 55 00:02:59,433 --> 00:03:02,366 So I will start with the top hair first and then create 56 00:03:02,366 --> 00:03:05,466 additional particle systems for the shorter hair and hair layers. 57 00:03:06,133 --> 00:03:08,300 We of course could just use the Blender hair tool 58 00:03:08,300 --> 00:03:10,500 to create this, but I find that working with the HairNet tool 59 00:03:10,500 --> 00:03:14,700 gives me more flexibility to duplicate hair strands, move them around, 60 00:03:15,166 --> 00:03:17,366 and adjust individual parts of the groom. 61 00:03:19,533 --> 00:03:21,233 Let's begin then. 62 00:03:21,633 --> 00:03:22,966 I used the OBJ file 63 00:03:22,966 --> 00:03:26,366 of the head that I exported from Mesh Morpher in the second chapter 64 00:03:26,366 --> 00:03:28,466 of this course, as my character head. 65 00:03:30,000 --> 00:03:32,233 I then positioned the cursor on the head with Shift-Rightclick 66 00:03:32,233 --> 00:03:36,000 and create a plane. 67 00:03:36,500 --> 00:03:39,566 I select two vertices and extrude a couple of times 68 00:03:40,133 --> 00:03:42,766 to create the emitter plane that I want to use for the hair. 69 00:03:49,900 --> 00:03:52,466 After that, it's just duplicating the mesh 70 00:03:52,466 --> 00:03:56,366 a couple of times, moving it into position and adjusting the vertices 71 00:03:56,900 --> 00:03:59,733 until I get a base that roughly matches the top hair 72 00:03:59,733 --> 00:04:02,266 from the reference images. 73 00:04:05,633 --> 00:04:07,933 I do the same thing to create the bun, or knot 74 00:04:08,466 --> 00:04:10,466 at the back of the head. 75 00:04:19,766 --> 00:04:21,533 Now that I am happy with the base, 76 00:04:21,533 --> 00:04:23,600 I go through every object and adjust them. 77 00:04:25,166 --> 00:04:29,133 For example, I add loop cuts for the meshes where I want the hair to be more dense, 78 00:04:29,500 --> 00:04:32,633 and mark the seams and adjust some vertices. 79 00:04:33,633 --> 00:04:37,033 Once an emitter plane is finished, you can either hide it by pressing H 80 00:04:37,300 --> 00:04:39,666 or move it into a hidden collection by pressing M. 81 00:05:01,133 --> 00:05:04,033 When that is done, I go through all the meshes one by one, 82 00:05:04,033 --> 00:05:07,100 and create hair particle systems with the HairNet add on, 83 00:05:07,733 --> 00:05:08,833 as I showed you before. 84 00:05:10,400 --> 00:05:10,900 Then I hide the emitter and adjust the settings such as the radius in the Children section 85 00:05:10,900 --> 00:05:14,800 Then I hide the emitter and adjust the settings such as the radius in the Children section 86 00:05:14,800 --> 00:05:18,533 of the particles pannel. 87 00:05:19,066 --> 00:05:21,933 You can always move and adjust each emitter plane later. 88 00:05:21,933 --> 00:05:24,600 So this workflow allows for great flexibility. 89 00:05:51,900 --> 00:05:53,400 Now that the top here is done, 90 00:05:53,400 --> 00:05:55,633 let's create the short hair for the rest of the head. 91 00:05:56,700 --> 00:05:59,666 Of course, we want the hair to grow only on the part of the head 92 00:05:59,666 --> 00:06:01,366 where it's supposed to be. 93 00:06:01,366 --> 00:06:04,966 So we need to paint the vertices that will be emitting hair. 94 00:06:05,933 --> 00:06:08,400 Go to the vertex tab and create a new vertex group. 95 00:06:09,366 --> 00:06:12,066 I call it ShortHair. 96 00:06:12,433 --> 00:06:16,633 Then go into weight paint mode, set the weight 97 00:06:16,633 --> 00:06:20,833 and strength to 1 and paint the part of the head where you want hair. 98 00:06:22,466 --> 00:06:25,700 If you press F, you can adjust the radius of the brush. 99 00:06:25,733 --> 00:06:29,566 With Shift-F, you can change the strength of the brush tool. 100 00:06:30,200 --> 00:06:32,933 Now we can create a new hair particle system and assign 101 00:06:32,933 --> 00:06:35,733 the ShortHair vertex group to the density slot. 102 00:06:36,966 --> 00:06:40,333 I then adjust the length of the hair, set children to "interpolated", 103 00:06:40,700 --> 00:06:43,866 and go into particle edit mode. 104 00:06:45,700 --> 00:06:48,600 Make sure to set Preserve Strand Length and 105 00:06:48,600 --> 00:06:52,833 Preserve Root Positions in the tool options as well as check Deflect Emitter. 106 00:06:53,066 --> 00:06:55,133 Otherwise you will push the hair inside the head mesh 107 00:06:55,133 --> 00:06:57,766 when you begin grooming. 108 00:06:57,766 --> 00:07:00,466 Use the comb tool and the other tools to adjust 109 00:07:00,466 --> 00:07:02,700 the hair direction, length, or puffiness. 110 00:07:05,133 --> 00:07:07,733 Since my hero has a nasty scar on the left temple, 111 00:07:08,900 --> 00:07:11,800 there would probably be no hair growing along the scar line. 112 00:07:12,266 --> 00:07:16,166 So I go back to weight painting and paint this area with a weight of 0. 113 00:07:21,333 --> 00:07:22,266 As a final touch, 114 00:07:22,266 --> 00:07:25,400 I add two other particle systems for breakup hair 115 00:07:25,933 --> 00:07:29,533 and one for some fine loose hair to give it a more natural look. 116 00:07:30,466 --> 00:07:33,766 For the first breakup hair system, I set the number to 0, 117 00:07:34,333 --> 00:07:37,700 and plant hair strands in particle edit mode where I need them. 118 00:07:39,066 --> 00:07:41,033 Then I just groom the hair and play around 119 00:07:41,033 --> 00:07:43,166 with the Children settings. 120 00:07:57,766 --> 00:07:59,366 For the second breakup hair system, 121 00:07:59,366 --> 00:08:03,200 I create a second vertex group and paint the top hair part only. 122 00:08:04,066 --> 00:08:06,233 Then I create the particle system as before, 123 00:08:06,500 --> 00:08:09,366 but set the number of particles quite low to about 50, 124 00:08:10,433 --> 00:08:12,700 set Children to simple and their amount to 10 125 00:08:13,766 --> 00:08:16,566 And then again play around with the settings for roughness and kink. 126 00:08:21,966 --> 00:08:24,200 Same thing for the flyaway hair. 127 00:08:24,200 --> 00:08:26,733 But here I set the amount of children to only 2. 128 00:08:36,700 --> 00:08:37,933 In the particle edit mode, 129 00:08:37,933 --> 00:08:40,400 I groom the hair a bit so it doesn't look so uniform. 130 00:08:42,366 --> 00:08:44,333 And this is basically it. 131 00:08:44,333 --> 00:08:47,833 The settings for the hair particles will always differ depending on the scale 132 00:08:47,833 --> 00:08:49,733 of your model and emitters. 133 00:08:49,733 --> 00:08:52,166 So there is no right way to do that. 134 00:08:53,166 --> 00:08:56,700 I really recommend to play around with the sliders for clumping, roughness 135 00:08:56,700 --> 00:08:59,266 and kink, adjust the hair diameter if necessary, 136 00:08:59,900 --> 00:09:02,666 and just see what looks best. 137 00:09:03,866 --> 00:09:04,800 In the next chapter, 138 00:09:04,800 --> 00:09:08,566 we will go through the export and import process, how to set up 139 00:09:08,566 --> 00:09:11,866 the groom system in Unreal Engine, and the hair shader options. 12453

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