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These are the user uploaded subtitles that are being translated: 1 00:00:01,100 --> 00:00:03,266 As I mentioned before, in Chapter 7.1, 2 00:00:04,000 --> 00:00:08,633 our goal for the final outfit is to have as few materials and textures as possible. 3 00:00:10,000 --> 00:00:13,000 So let's look at the workflow of how to make that happen. 4 00:00:15,266 --> 00:00:17,800 When we export all our textures from Painter, 5 00:00:18,166 --> 00:00:20,366 we will have a ton of maps to deal with. 6 00:00:21,266 --> 00:00:24,600 Remember, I had 23 materials set up for texturing. 7 00:00:25,166 --> 00:00:29,300 Each material will have at least three maps that we will use for the PBR shader. 8 00:00:30,200 --> 00:00:31,600 The base color, 9 00:00:31,600 --> 00:00:34,000 the ORM texture, which contains the ambient occlusion, 10 00:00:34,000 --> 00:00:36,633 roughness and metallic maps, 11 00:00:36,633 --> 00:00:38,433 and the normal map. 12 00:00:38,700 --> 00:00:40,600 You might also have additional maps 13 00:00:40,600 --> 00:00:43,866 such as opacity or emission, depending on what you want to achieve. 14 00:00:45,466 --> 00:00:49,166 So in total, we end up with 69 or more texture maps. 15 00:00:49,866 --> 00:00:53,900 However, what we want to have as a result are only seven texture sets. 16 00:00:54,533 --> 00:00:57,966 One for each of the UDIM tiles that we have in our UV layout. 17 00:00:58,966 --> 00:01:02,000 It's like merging several layers into a single one. 18 00:01:03,300 --> 00:01:08,733 If we look at all the base color texture maps for the 1011 tile, for example, 19 00:01:09,600 --> 00:01:13,566 we have a total of five maps, each occupying a different space on the map. 20 00:01:14,933 --> 00:01:17,166 so we need to bake them all into one texture. 21 00:01:18,866 --> 00:01:22,033 Let's export all textures from Substance Painter first. 22 00:01:23,633 --> 00:01:25,433 Now, for this workflow to work, 23 00:01:25,433 --> 00:01:28,133 we need to use the following settings for export: 24 00:01:29,633 --> 00:01:32,200 Because we want to merge several files into one, 25 00:01:32,333 --> 00:01:34,733 we need to enable transparency. 26 00:01:34,733 --> 00:01:40,500 So let's set the output template to "Document channels + normals + AO (With Alpha)" 27 00:01:40,733 --> 00:01:42,333 That's important. 28 00:01:42,466 --> 00:01:47,133 For the padding, instead of "Dilation infinite" choose "Dilation + transparent", 29 00:01:48,133 --> 00:01:51,833 and set the dilation width to something smaller, like two pixels. 30 00:01:52,300 --> 00:01:55,200 So if we have UV islands that are very close to each other, 31 00:01:55,466 --> 00:01:57,933 we don't get any overlaps in the merging process. 32 00:01:58,800 --> 00:02:03,100 Next, we will need one little program that's called Texture Set Combiner, 33 00:02:03,666 --> 00:02:06,033 which you can download for free on Gumroad. 34 00:02:06,033 --> 00:02:08,400 Feel free to donate something to support the developer. 35 00:02:08,966 --> 00:02:10,766 Here is how the workflow looks like. 36 00:02:11,900 --> 00:02:14,533 After exporting all textures from Substance Painter, 37 00:02:14,533 --> 00:02:16,666 we get a bunch of files for every material. 38 00:02:17,466 --> 00:02:20,133 We can then organize the files and put the files 39 00:02:20,133 --> 00:02:24,466 that need to be merged into separate folders. One for each UDIM tile. 40 00:02:24,900 --> 00:02:27,133 These are our source folders. 41 00:02:27,900 --> 00:02:33,066 Texture Set Combiner will then merge the textures and store the new files in a destination folder. 42 00:02:34,400 --> 00:02:37,700 Finally, we can add the UDIM number at the end of the file names again, 43 00:02:38,166 --> 00:02:41,566 so that Unreal Engine can identify the textures as UDIM files. 44 00:02:43,033 --> 00:02:43,566 Right... 45 00:02:43,566 --> 00:02:45,866 Let's organize our exported texture files. 46 00:02:46,933 --> 00:02:49,366 We need a folder for each UV tile. 47 00:02:49,366 --> 00:02:53,266 I will just call them 1001, 1002, etc.. 48 00:02:54,166 --> 00:02:56,566 This is where our source files are located. 49 00:02:57,866 --> 00:03:01,666 Since all file names have the UV tile number at the end of the file name, 50 00:03:02,233 --> 00:03:06,233 I can just search for that number and move all files into the appropriate folder. 51 00:03:07,733 --> 00:03:09,800 Then let's create a new folder, 52 00:03:09,800 --> 00:03:13,200 which will be the destination folder for the combined texture maps. 53 00:03:14,866 --> 00:03:16,700 Before we can begin merging, 54 00:03:16,700 --> 00:03:19,366 there is a renaming step we need to do first. 55 00:03:20,500 --> 00:03:24,166 Texture Set Combiner looks for the last entry in each file name 56 00:03:25,066 --> 00:03:28,566 and requires it to end in Base color, Roughness, etc. 57 00:03:29,066 --> 00:03:32,900 The exact specifications are given in the viewport here when you start the program. 58 00:03:34,666 --> 00:03:37,966 So we need to remove all the UDIM numbers from the file names. 59 00:03:38,233 --> 00:03:43,033 You can do it manually or use automated batch renaming, or other tools like 60 00:03:43,033 --> 00:03:45,733 the Renamer program, which you can get here. 61 00:03:49,333 --> 00:03:49,933 Cool. 62 00:03:49,933 --> 00:03:52,366 Now we can begin the merging. 63 00:03:52,366 --> 00:03:55,400 Set the 1001 folder as the source folder 64 00:03:59,600 --> 00:04:01,900 and the combined folder as the destination. 65 00:04:07,400 --> 00:04:09,800 The name that you type in here will be the new file name 66 00:04:09,800 --> 00:04:11,466 for the merged texture set. 67 00:04:13,000 --> 00:04:16,166 I will also check the "Channel Pack for UE4" checkbox 68 00:04:16,166 --> 00:04:17,800 to generate the ORM textures. 69 00:04:18,566 --> 00:04:21,033 Then click on "Combine Files". 70 00:04:22,100 --> 00:04:24,400 Repeat the process for the other UDIM folders, 71 00:04:24,400 --> 00:04:26,866 and don't forget to change the mesh name for each set. 72 00:04:27,266 --> 00:04:29,366 Otherwise you will overwrite the files. 73 00:04:30,866 --> 00:04:34,466 Finally, let's move the UDIM number to the end of the file names, 74 00:04:35,200 --> 00:04:37,233 and we are good to go. 75 00:04:37,800 --> 00:04:40,333 At the end of this process, you should have a clean batch 76 00:04:40,333 --> 00:04:44,933 of seven texture sets (or however many UDIM ties you had for your outfit). 77 00:04:46,400 --> 00:04:49,900 If you want, you can import the textures in Blender for a first inspection. 78 00:04:50,666 --> 00:04:55,100 Let us duplicate the clothes collection then delete all materials, 79 00:04:55,600 --> 00:04:58,466 join all meshes, and create a new material. 80 00:05:00,466 --> 00:05:05,100 Now we can drop the 1001 textures and set the source to UDIM tiles. 81 00:05:06,200 --> 00:05:10,133 Blender needs the file convention with a ".UDIM" number by the way, 82 00:05:10,766 --> 00:05:14,566 so if you use an underscore, it will not recognize it as a UDIM texture file. 83 00:05:15,866 --> 00:05:16,366 Also, 84 00:05:16,366 --> 00:05:19,500 maybe it's just me, but the UDIM function in Blender is a bit buggy. 85 00:05:19,966 --> 00:05:22,833 Sometimes I have to delete the texture and import it again. 86 00:05:24,866 --> 00:05:28,333 So I have now set up the material and can check 87 00:05:28,333 --> 00:05:30,400 how all clothes components work with each other. 88 00:05:32,066 --> 00:05:34,200 Maybe you will want to adjust the roughness 89 00:05:34,200 --> 00:05:37,966 or color palette on some parts to better play with other parts of the outfit. 90 00:05:39,000 --> 00:05:41,033 I am quite happy with how it looks, 91 00:05:41,033 --> 00:05:45,333 and will proceed to rigging the outfit to our metahuman character in the next chapter. 8283

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