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So now that we have created our base
character model,
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we need to bring it into Unreal Engine.
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Let's start with Unreal Engine 4.
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When you open Quixel Bridge
and go to My Metahumans,
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you will see that your character appears
right there.
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In order to use it,
you need to download it first,
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which can take some time,
depending on your settings.
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Choose your texture resolution here.
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Remember that you can only export
to Unreal Engine what you have downloaded.
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So if you download 1K textures, for example,
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you will not be able to export 8K.
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I leave it at 8K.
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Also, if you go into the download settings here,
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you can choose what you want to download.
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The UAsset files are intended for Unreal
Engine and include meshes, textures,
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materials, blueprints, animation,
anything that you need in Unreal Engine.
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The Source Asset is necessary
if you want to use the character in Maya.
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Since we are using Blender in our workflow,
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we need to start in Unreal Engine
and export our assets from there.
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Click download
and after the download is done,
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the character is ready to export.
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Now, when you go to your export settings,
you can set your export target,
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that is the Unreal Engine version
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you are working with: 4.27 or 4.26.
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Metahumans require at least 4.26
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and don't work
with older Unreal Engine versions,
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as far as I know.
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If you don't have the Unreal Engine
plugin installed yet,
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go to Quixel.com, then
-> Learning and FAQs. Here you will find a
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very detailed instruction
on how to install and use the plugin.
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I will leave the other export options
for textures, etc.
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on default.
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So I have here an open Unreal Engine project
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and then I just click on export
in Quixel Bridge and the character
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is automatically imported
into Unreal Engine.
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For Unreal Engine 5
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it works in exactly the same way,
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only that you don't need to open
the Quxel Bridge application.
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You can just open up
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an Unreal Engine 5 project,
then right click in the content browser,
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Add Quixel Content and a Bridge-like
interface will open up
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where you can choose your characters
and import them directly from Unreal Engine.
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In the next video, I will walk you through
how the metahuman characters are set up.
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We will look into the different blueprints,
the skeletons and materials
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so you can get a better and deeper
understanding
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of what we will have to consider
when making decisions later on,
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during our customization process.
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