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These are the user uploaded subtitles that are being translated: 1 00:00:00,866 --> 00:00:02,066 All right. 2 00:00:02,066 --> 00:00:04,866 So let's have a look at how the metahuman system is set up. 3 00:00:07,200 --> 00:00:08,100 At the beginning, 4 00:00:08,100 --> 00:00:10,766 all those folders and files might seem a bit confusing, 5 00:00:11,366 --> 00:00:13,766 but we don't actually need most of the stuff here. 6 00:00:14,366 --> 00:00:17,933 Nonetheless, let's quickly browse through the folder structure 7 00:00:17,933 --> 00:00:20,400 and then have a look at the character in more detail. 8 00:00:21,700 --> 00:00:23,833 I will cover the following topics in this video: 9 00:00:24,166 --> 00:00:27,333 The metahuman skeleton or rather skeletons, 10 00:00:27,333 --> 00:00:29,733 because we actually have two of them. 11 00:00:29,733 --> 00:00:33,466 The blueprint and the materials and textures of the metahuman. 12 00:00:34,933 --> 00:00:37,866 This is actually quite important to understand since this will drive 13 00:00:37,866 --> 00:00:41,533 some of the decisions that we make in our customization workflow later on. 14 00:00:43,966 --> 00:00:45,966 When we import a metahuman to Unreal, 15 00:00:45,966 --> 00:00:48,233 we get a folder with the name of our character, 16 00:00:48,366 --> 00:00:50,066 in my case, the "Hero" folder, 17 00:00:51,066 --> 00:00:54,266 and another folder called "Common" 18 00:00:54,266 --> 00:00:57,400 This "Common" folder contains all the assets that are actually shared 19 00:00:57,400 --> 00:01:01,566 by all metahuman characters independent of the specific model. 20 00:01:02,366 --> 00:01:06,233 Like for example, the metahuman base skeleton, physics assets, 21 00:01:06,233 --> 00:01:09,266 most of the blueprints, materials and animations. 22 00:01:11,833 --> 00:01:15,033 The character folder is the place where all assets that are unique 23 00:01:15,033 --> 00:01:18,700 to this character are stored. Like the character blueprint, 24 00:01:18,833 --> 00:01:22,100 the head and body meshes and textures, hair binding assets, etc. 25 00:01:25,700 --> 00:01:26,566 Since it is sometimes 26 00:01:26,566 --> 00:01:29,366 difficult to find a specific asset, for example the skeleton 27 00:01:29,833 --> 00:01:32,866 in all these folders, I usually go to the blueprints components 28 00:01:33,200 --> 00:01:35,600 and then open assets from there. 29 00:01:35,600 --> 00:01:38,200 Or use the locate asset function to jump to the correct file. 30 00:01:41,300 --> 00:01:42,366 Okay. 31 00:01:42,433 --> 00:01:45,566 Now let's have a look at the skeleton. 32 00:01:48,066 --> 00:01:51,833 Select the body component in the blueprint, and then double click on the skeletal mesh. 33 00:01:53,800 --> 00:01:56,600 In the editor, you can show all the bones of the body skeleton 34 00:01:56,600 --> 00:02:00,066 by going to -> character -> bones, and then choosing All Hierarchy. 35 00:02:01,733 --> 00:02:04,033 You can click on the bones to select them in the viewport, 36 00:02:04,233 --> 00:02:07,500 but a better or more precise way is to select the bones in the skeleton tree. 37 00:02:10,866 --> 00:02:12,433 Compared to a simple character rig, 38 00:02:12,433 --> 00:02:16,066 the metahuman skeleton is a bit more complex with lots of tiny 39 00:02:16,066 --> 00:02:19,933 little bones with names like Twist, Bulge, Corrective and so on. 40 00:02:20,966 --> 00:02:23,366 All these additional bones are used to approximate 41 00:02:23,366 --> 00:02:26,366 muscle movement in the body and face. 42 00:02:26,366 --> 00:02:28,433 Let me demonstrate! 43 00:02:30,800 --> 00:02:32,966 You see how the chest muscles deform 44 00:02:33,733 --> 00:02:36,966 or how the biceps and triceps are actually bulging 45 00:02:37,900 --> 00:02:39,833 when the arm is bent? 46 00:02:44,333 --> 00:02:47,800 Even for the fingers, there are small bones that control the deformation. 47 00:02:56,300 --> 00:02:58,500 Let's have a look at the face rig now. 48 00:02:58,500 --> 00:03:00,900 Open the skeletal mesh editor and show all bones. 49 00:03:02,500 --> 00:03:04,733 You see, the face rig is even more complex. 50 00:03:05,266 --> 00:03:09,066 It shares a couple of bones with the body skeleton like the spine and neck bones. 51 00:03:10,200 --> 00:03:12,600 But all the other hundreds of bones 52 00:03:12,933 --> 00:03:15,133 are responsible for driving the facial movement. 53 00:03:16,933 --> 00:03:19,600 If you go to the animation asset, you can actually see 54 00:03:19,600 --> 00:03:22,200 how all the bones are moving when the animation is played. 55 00:03:27,300 --> 00:03:28,466 So our finding Number 1 is: 56 00:03:28,466 --> 00:03:32,000 The character has not one but two skeletons. 57 00:03:32,433 --> 00:03:36,333 The body and face rigs are separated. 58 00:03:36,566 --> 00:03:38,633 This is, of course, not without purpose. 59 00:03:38,633 --> 00:03:41,633 That's the beauty of it, because you can assign an animation to the body 60 00:03:42,233 --> 00:03:46,366 and then drop a secondary animation layer for the head and face on top of it. 61 00:03:47,666 --> 00:03:49,800 You can use either prerecorded animation 62 00:03:49,800 --> 00:03:52,466 for the face using Faceware or other software, 63 00:03:53,666 --> 00:03:56,900 or you can use the ARKit live link for Real-Time 64 00:03:56,900 --> 00:03:59,100 Facial Motion Capture. 65 00:04:02,966 --> 00:04:05,066 Cool, interesting. 66 00:04:05,066 --> 00:04:08,666 But how does it work that the head actually follows the body movements? 67 00:04:09,133 --> 00:04:12,266 Although it runs on a different rig? 68 00:04:12,266 --> 00:04:14,233 If you open the Face_AnimBP, 69 00:04:14,233 --> 00:04:16,500 which is the blueprint for the head and face animation, 70 00:04:17,333 --> 00:04:21,066 and then open up the AnimGraph you will find a small node connection 71 00:04:21,066 --> 00:04:25,200 called Copy Pose From Mesh assigned to the body pose. 72 00:04:26,966 --> 00:04:30,200 This copied pose then feeds into a layered blend node 73 00:04:30,566 --> 00:04:34,000 where the two rigs are joined together. 74 00:04:34,400 --> 00:04:36,266 Let's see what happens if we disconnect the copy pose node 75 00:04:36,266 --> 00:04:38,900 in the blueprint 76 00:04:45,200 --> 00:04:48,433 The head then stops following the animation assigned to the body skeleton. 77 00:04:50,066 --> 00:04:52,200 If we reconnect it, 78 00:04:52,200 --> 00:04:55,166 the head gets back into place. 79 00:04:57,466 --> 00:04:58,033 Another thing 80 00:04:58,033 --> 00:05:00,566 that we should look into is the skinning of the character. 81 00:05:01,766 --> 00:05:04,900 As with all animated character models, the deformation of the mesh 82 00:05:05,366 --> 00:05:08,266 is driven by the vertex weights assigned to each bone. 83 00:05:09,900 --> 00:05:12,733 The process of weight painting is also called skinning. 84 00:05:13,833 --> 00:05:16,566 You can inspect the vertex weights directly in the engine. 85 00:05:16,766 --> 00:05:20,066 If you go to the mesh editor, click on -> character -> mesh 86 00:05:20,066 --> 00:05:23,333 and then activate Selected Bone Weight. 87 00:05:24,900 --> 00:05:27,400 When you select a bone in the skeleton tree, you can see which 88 00:05:27,400 --> 00:05:30,400 part of the character mesh would be affected by the bone's rotation. 89 00:05:32,600 --> 00:05:35,366 Let me show you the skinning in Blender. 90 00:05:35,700 --> 00:05:37,266 For this, I export the body and the face meshes as FBX files 91 00:05:37,266 --> 00:05:39,466 and then import them in Blender. 92 00:05:41,600 --> 00:05:45,566 If you select the skeleton and then Shift-select the mesh, you can go into weight paint mode 93 00:05:45,666 --> 00:05:48,300 and see how bone rotation affects the body movement. 94 00:05:55,500 --> 00:05:58,033 Now, why are we looking at this? 95 00:05:58,033 --> 00:06:01,166 Well, we have a small complication here. 96 00:06:01,166 --> 00:06:03,200 The separation of the body and head meshes 97 00:06:03,200 --> 00:06:05,266 happens somewhere below the clavicle. 98 00:06:06,266 --> 00:06:09,433 That means that if we create clothes for a metahuman character, 99 00:06:10,200 --> 00:06:13,000 the skinning of the body does not have any information 100 00:06:13,000 --> 00:06:16,400 on the upper chest and neck apart. 101 00:06:16,400 --> 00:06:20,133 To make matters worse, the skinning of the head is not straightforward either. 102 00:06:20,800 --> 00:06:23,400 There are no vertex weights assigned to the neck bones 103 00:06:24,500 --> 00:06:26,633 between spine04 and the head bone, 104 00:06:27,333 --> 00:06:31,333 all the skinning is regulated by a multitude of tiny bones of the face rig. 105 00:06:33,000 --> 00:06:35,433 This will be important for clothes modeling and skinning. 106 00:06:36,266 --> 00:06:38,666 What is usually done is we copy the weights from the body 107 00:06:38,700 --> 00:06:43,400 to the clothes, so the clothes deform in approximately the same way as the body. 108 00:06:44,500 --> 00:06:46,900 But since there is no information on vertex weights 109 00:06:46,900 --> 00:06:50,433 for the upper chest part, there is nothing to copy from. 110 00:06:52,200 --> 00:06:53,666 We will see later how we can deal 111 00:06:53,666 --> 00:06:55,066 with this issue. 112 00:06:58,033 --> 00:06:58,933 Okay. 113 00:06:58,933 --> 00:07:01,700 We have now covered most of the questions concerning the skeleton setup 114 00:07:01,700 --> 00:07:04,800 of the metahuman characters. 115 00:07:04,800 --> 00:07:07,833 So what else do those characters offer in terms of functionality? 116 00:07:09,200 --> 00:07:11,366 Well, for one, both the body 117 00:07:11,366 --> 00:07:14,533 and face come with a control rig. 118 00:07:14,533 --> 00:07:17,833 If you create a sequence and drop the blueprint into the sequence, 119 00:07:18,433 --> 00:07:21,133 it automatically detects and displays the control rigs. 120 00:07:21,900 --> 00:07:24,966 This is very useful for keyframe animation or for polishing 121 00:07:24,966 --> 00:07:27,900 your motion capture animation. 122 00:07:36,600 --> 00:07:37,766 For a faster workflow, 123 00:07:37,766 --> 00:07:41,333 there is also a utility widget called the 124 00:07:41,333 --> 00:07:45,066 Metahuman Control Picker, which you can find in the utilities folder. 125 00:07:46,300 --> 00:07:49,366 Here you can quickly select one of the controls and switch between 126 00:07:49,366 --> 00:07:52,800 IK and FK, which stands for inverse kinematics or forward kinematics. 127 00:07:58,433 --> 00:07:59,366 The last functionality 128 00:07:59,366 --> 00:08:01,800 we want to look at, are the face blendshapes. 129 00:08:04,466 --> 00:08:06,766 The face comes with over 200 different 130 00:08:06,800 --> 00:08:10,100 blendshapes or morph targets for facial animation. 131 00:08:11,000 --> 00:08:14,066 This is how these characters can achieve an incredible quality 132 00:08:14,066 --> 00:08:16,533 of emotional expression. 133 00:08:19,900 --> 00:08:22,666 All right, let's wrap it up. 134 00:08:23,066 --> 00:08:24,766 What have we learned? 135 00:08:25,666 --> 00:08:28,966 First, when we work on the character, we want all this goodness 136 00:08:28,966 --> 00:08:30,866 to remain intact. 137 00:08:30,933 --> 00:08:35,233 If we export the head, for example, modify it, say, with the sculpting tools 138 00:08:35,233 --> 00:08:38,833 in Blender, and then bring the FBX back into the engine, 139 00:08:39,533 --> 00:08:42,500 it will lose all the blend shapes, control rig, etc.. 140 00:08:44,033 --> 00:08:47,000 Now, I know all of this and much more is possible 141 00:08:47,000 --> 00:08:50,233 in Maya, since the metahuman characters come with the Maya source files. 142 00:08:51,900 --> 00:08:54,166 But for Blender users, this presents a real challenge. 143 00:08:56,700 --> 00:08:58,000 And second, 144 00:08:58,066 --> 00:09:00,466 clothes need to be rigged to the body skeleton 145 00:09:00,466 --> 00:09:02,966 since the head follows along with the body animation. 146 00:09:04,433 --> 00:09:06,666 And we need to solve the problem of the upper chest. 147 00:09:08,600 --> 00:09:10,766 Also, something to keep in mind: 148 00:09:10,766 --> 00:09:14,800 In case you are using the head rotation with the ARKit, 149 00:09:15,700 --> 00:09:18,733 those head movements will not be transferred onto the clothes 150 00:09:20,800 --> 00:09:21,966 So the use case will determine 151 00:09:21,966 --> 00:09:24,866 what we can do in terms of clothes items. 152 00:09:25,666 --> 00:09:29,633 The decisions we make concerning the animation workflow for our character 153 00:09:30,633 --> 00:09:34,866 will influence the options we have when it comes to creating clothes, hair, 154 00:09:35,366 --> 00:09:36,900 and other props. 155 00:09:38,666 --> 00:09:39,633 Next, we will have a look 156 00:09:39,633 --> 00:09:41,700 at the blueprint of the metahuman character. 157 00:09:43,166 --> 00:09:46,300 So the main asset really where everything comes together 158 00:09:46,300 --> 00:09:50,233 is the character blueprint, that is located in the main character folder. 159 00:09:50,266 --> 00:09:51,800 In my case, the "Hero" folder. 160 00:09:53,366 --> 00:09:55,466 By the way, there are different ways to open the blueprint. 161 00:09:55,500 --> 00:09:58,733 You can either double click on the blueprint asset here in the content browser, 162 00:09:59,966 --> 00:10:04,333 you can click on Edit Blueprint in the Outliner, or you can click on this 163 00:10:04,333 --> 00:10:07,066 blue button and select Open Blueprint Editor 164 00:10:07,733 --> 00:10:10,233 with your character selected. 165 00:10:10,633 --> 00:10:12,000 With the Blueprint Editor open, 166 00:10:12,000 --> 00:10:14,233 let's go and have a look at the character in the viewport. 167 00:10:15,766 --> 00:10:19,100 On the left, you see all the components that come with the imported character. 168 00:10:20,066 --> 00:10:23,066 You see that the body and face skeletal meshes are here. 169 00:10:24,166 --> 00:10:26,966 Attached to the face are all the hair groom components. 170 00:10:28,033 --> 00:10:30,233 Each hair groom component is always accompanied 171 00:10:30,233 --> 00:10:33,533 by a so-called binding asset. 172 00:10:33,533 --> 00:10:35,133 This binding asset is responsible 173 00:10:35,133 --> 00:10:38,000 for the movement of the hair with the face geometry itself, 174 00:10:38,900 --> 00:10:42,533 so that the hair is not just static, but actually moves along 175 00:10:42,533 --> 00:10:43,800 with the facial animations. 176 00:10:44,966 --> 00:10:47,000 Let's see how it looks... 177 00:10:53,233 --> 00:10:56,066 In addition, the blueprint already contains three slots 178 00:10:56,066 --> 00:10:59,000 for clothing: Torso, Legs and Feet 179 00:10:59,100 --> 00:11:01,633 for upper body clothes, pants and shoes. 180 00:11:03,300 --> 00:11:05,500 Since we disabled the clothes when we created 181 00:11:05,500 --> 00:11:09,366 this character in the metahuman creator, the slots are empty 182 00:11:09,366 --> 00:11:12,500 except for the flip flops, which I already disabled as well 183 00:11:14,266 --> 00:11:15,633 To disable the flip flops, 184 00:11:15,633 --> 00:11:18,266 just click on the Feet component and under Skeletal Mesh 185 00:11:18,366 --> 00:11:20,600 select Clear 186 00:11:21,333 --> 00:11:22,766 You are, of course, by no means 187 00:11:22,766 --> 00:11:25,633 obliged to use all these slots for clothes. 188 00:11:25,833 --> 00:11:29,400 As you can, of course, also assign a full body outfit to the torso alone. 189 00:11:30,466 --> 00:11:33,600 But this gives you some flexibility in setting up your character. 190 00:11:35,233 --> 00:11:37,300 We will see how this works in a later chapter 191 00:11:37,300 --> 00:11:39,500 when we come to creating clothes for our Hero. 192 00:11:42,533 --> 00:11:43,533 At the bottom of the list, 193 00:11:43,533 --> 00:11:46,400 there is another component called LODSync. 194 00:11:47,400 --> 00:11:50,366 This regulates the level of detail for all the components 195 00:11:50,366 --> 00:11:52,466 that are in this blueprint. 196 00:11:53,700 --> 00:11:55,166 In the details panel, 197 00:11:55,166 --> 00:11:57,300 you can force a specific LOD. 198 00:11:58,000 --> 00:12:00,933 For example, set all components to LOD0 199 00:12:01,333 --> 00:12:04,033 if you don't want your hair to disappear at a certain distance. 200 00:12:05,400 --> 00:12:08,100 There is already a whole program set up for the character 201 00:12:08,100 --> 00:12:11,133 in the main blueprint and also in the Face_AnimBP, 202 00:12:11,533 --> 00:12:13,400 among other things. 203 00:12:13,500 --> 00:12:16,466 But we will look into all that in another chapter of this course. 204 00:12:18,566 --> 00:12:22,200 Basically, what we need to know for the purpose of customizing 205 00:12:22,200 --> 00:12:26,533 our character is: First, when we design clothes, 206 00:12:26,533 --> 00:12:29,966 it is good to consider that the torso, legs and feet can be different. 207 00:12:30,000 --> 00:12:33,266 We can also assign a full body outfit, as I said, including shoes 208 00:12:34,133 --> 00:12:35,266 to the torso alone. 209 00:12:35,266 --> 00:12:38,400 So we don't need to always split clothes into those three parts. 210 00:12:40,233 --> 00:12:42,566 But this modular setup allows us to be more flexible. 211 00:12:44,333 --> 00:12:45,466 And second: 212 00:12:45,533 --> 00:12:48,100 In principle, we have little limitations when it comes 213 00:12:48,100 --> 00:12:50,366 to adding stuff to our character. 214 00:12:51,600 --> 00:12:55,166 We can create new hair assets, clothes, physics assets, 215 00:12:55,166 --> 00:12:58,700 and even attach static meshes to it like goggles, hats and other things. 216 00:12:59,533 --> 00:13:01,600 Almost anything is possible in the blueprint. 217 00:13:03,633 --> 00:13:04,766 All right. 218 00:13:04,900 --> 00:13:09,000 Next, let's have a look at the materials and textures and see what we can work with 219 00:13:09,666 --> 00:13:12,866 and whether there are any limitations when it comes to texturing the character. 220 00:13:17,533 --> 00:13:20,166 Let's look at the face first. 221 00:13:20,300 --> 00:13:23,333 The main material instance for the face is the very first one on 222 00:13:23,333 --> 00:13:26,666 the material list called HeadSynthesizedBaked. 223 00:13:27,466 --> 00:13:31,000 It comes with an extensive set of parameters to adjust the look of the face. 224 00:13:32,333 --> 00:13:35,233 The master material for the face can be found here. 225 00:13:35,566 --> 00:13:37,066 Let's open it up. 226 00:13:38,866 --> 00:13:41,066 The face shader is quite complex, 227 00:13:41,066 --> 00:13:44,633 but we don't need to understand every single node in the material editor. 228 00:13:45,266 --> 00:13:48,133 What is important to know is which textures we can customize, 229 00:13:48,400 --> 00:13:50,500 so the character still works as intended 230 00:13:52,633 --> 00:13:53,200 For us, 231 00:13:53,200 --> 00:13:56,300 the two most important texture sets are the base color 232 00:13:56,300 --> 00:13:59,333 and normal map textures. 233 00:13:59,333 --> 00:14:00,600 To achieve more realism, 234 00:14:00,600 --> 00:14:04,500 the metahumans use several sets of texture maps for the color and normals. 235 00:14:05,400 --> 00:14:08,566 There are four base color maps that are used to show 236 00:14:08,566 --> 00:14:11,933 little changes in how blood flow is affected by facial movements. 237 00:14:12,866 --> 00:14:17,800 When you squint your eyes or open your mouth, certain skin areas become more 238 00:14:17,800 --> 00:14:21,033 red or pale, depending on the stretching or condensing of the skin. 239 00:14:21,933 --> 00:14:25,133 This is what these three additional base color maps are for. 240 00:14:28,033 --> 00:14:29,200 In the normal maps, 241 00:14:29,200 --> 00:14:33,200 there are three wrinkle maps for the face which simulate 242 00:14:33,200 --> 00:14:35,800 the skin deformation in the facial animations. 243 00:14:41,466 --> 00:14:45,366 As a test, let's remove the first wrinkle map, which is mainly responsible for the forehead. 244 00:14:47,000 --> 00:14:47,900 You see, 245 00:14:47,900 --> 00:14:51,000 the result is quite considerable. 246 00:14:54,166 --> 00:14:55,333 Quite interesting to see 247 00:14:55,333 --> 00:14:58,000 is that the face textures have different resolutions. 248 00:14:58,533 --> 00:15:01,666 The metahumans are not brute forcing their way into visual quality 249 00:15:02,100 --> 00:15:03,866 to achieve a high level of details, 250 00:15:03,866 --> 00:15:06,200 the normal maps come at 8K. 251 00:15:06,200 --> 00:15:09,866 (Remember, by the way, it depends which download settings you used in Quixel Bridge) 252 00:15:11,066 --> 00:15:13,266 but the base color map is only 2K, 253 00:15:13,833 --> 00:15:16,400 since most of the details are controlled by the normal map. 254 00:15:18,366 --> 00:15:21,500 So the guys who made this, already thought about optimization, 255 00:15:21,833 --> 00:15:23,066 even for LOD0. 256 00:15:26,000 --> 00:15:28,533 If we now look at the body material, this one is much simpler. 257 00:15:29,466 --> 00:15:32,300 It only has one base color map and one normal map. 258 00:15:34,233 --> 00:15:35,700 The texture setup is similar. 259 00:15:35,700 --> 00:15:39,533 We have a 4K texture for the base color and an 8K texture 260 00:15:39,533 --> 00:15:40,966 for the normal map. 261 00:15:42,600 --> 00:15:46,033 The last thing I would like to show you is how the UVs for the body and face 262 00:15:46,033 --> 00:15:47,233 are laid out. 263 00:15:48,100 --> 00:15:50,733 The UVs for the face first look like a total mess. 264 00:15:51,633 --> 00:15:54,033 This is because the UV maps for the head mesh, 265 00:15:54,033 --> 00:15:58,166 the eyes, eyelashes, tongue and teeth are all sharing the same UV space. 266 00:15:59,300 --> 00:16:01,866 The only UV that is interesting to us however, 267 00:16:02,366 --> 00:16:06,200 is the HeadSynthesized material. 268 00:16:07,066 --> 00:16:09,700 The body UVs are located on the second UV tile. 269 00:16:10,033 --> 00:16:12,500 This is important to know for our texturing workflow. 270 00:16:13,733 --> 00:16:15,500 So wrapping up: 271 00:16:15,500 --> 00:16:20,033 When it comes to customizing textures for our character, for example, changes 272 00:16:20,033 --> 00:16:23,900 in skin color, tattoos or whatever else we would like to adjust, 273 00:16:24,866 --> 00:16:27,900 we need to consider the following: 274 00:16:28,333 --> 00:16:30,433 First, the facial deformations. 275 00:16:30,633 --> 00:16:32,833 This is concerning color and wrinkle maps. 276 00:16:34,066 --> 00:16:37,200 How important are those and do we want to keep them? 277 00:16:37,400 --> 00:16:41,266 If we don't, then we just replace all those additional maps with the main map. 278 00:16:42,266 --> 00:16:44,933 If we would like to keep those, we need to work 279 00:16:44,933 --> 00:16:47,933 on all those maps separately. 280 00:16:48,400 --> 00:16:51,466 And second, if we want to texture the body, 281 00:16:51,600 --> 00:16:55,433 and especially if we want to add texture elements like chest tattoos 282 00:16:55,433 --> 00:16:58,766 that cross over from the body mesh to the chest part of the head mesh, 283 00:16:59,600 --> 00:17:02,566 we need to use a UDIM texturing workflow in Substance Painter 284 00:17:03,300 --> 00:17:05,666 or whichever other software we use for texturing. 285 00:17:08,800 --> 00:17:11,833 Well, this concludes our analysis of the metahuman character setup. 286 00:17:13,300 --> 00:17:15,733 You can find the main points, that we have discussed here, 287 00:17:15,900 --> 00:17:20,200 also in the course book, by the way, so you don't have to watch the videos 288 00:17:20,200 --> 00:17:25,433 every time you would like to go back to this character inspection. 289 00:17:25,433 --> 00:17:28,633 And equipped with this knowledge, I think we are now ready to begin customizing our Hero. 290 00:17:29,766 --> 00:17:30,566 In the next chapter, 291 00:17:30,566 --> 00:17:32,066 we will dive into a workflow 292 00:17:32,066 --> 00:17:35,033 for creating and baking morph targets for our metahuman. 293 00:17:35,900 --> 00:17:39,833 You will learn how to deform the mesh of your character without breaking anything. 294 00:17:41,200 --> 00:17:41,733 See you there! 26043

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