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These are the user uploaded subtitles that are being translated: 1 00:00:00,666 --> 00:00:03,700 Hi and welcome to the first chapter of this course 2 00:00:04,533 --> 00:00:06,833 where we will create our base character model 3 00:00:07,600 --> 00:00:10,166 import it into Unreal Engine and talk about 4 00:00:10,166 --> 00:00:12,866 what to consider when you are planning to customize the character. 5 00:00:13,666 --> 00:00:16,566 And then we will have a look at how the model is actually constructed 6 00:00:17,033 --> 00:00:19,466 and the implications for customization. 7 00:00:21,966 --> 00:00:23,400 First of all, a huge shout out 8 00:00:23,400 --> 00:00:26,266 to Epic Games for releasing this amazing tool. 9 00:00:27,666 --> 00:00:30,200 Imagine there was a time when you had to spend weeks 10 00:00:30,200 --> 00:00:32,466 or even months to create a character like this, 11 00:00:33,266 --> 00:00:36,600 not even to mention the years of learning and experience you had to invest 12 00:00:36,966 --> 00:00:40,900 to even be able to create a fully rigged, realistic character. 13 00:00:41,966 --> 00:00:45,100 When this tool was released last year, it introduced a technology 14 00:00:45,100 --> 00:00:49,566 that enabled 3D artists like me and probably also you 15 00:00:49,566 --> 00:00:51,533 - if you're watching this course - 16 00:00:51,533 --> 00:00:55,700 to build upon and create incredible things, be it movies or games. 17 00:00:58,366 --> 00:00:59,333 Okay, 18 00:00:59,333 --> 00:01:02,100 so let's first quickly go through this tool and create our character, 19 00:01:02,866 --> 00:01:06,266 and then we will have a closer look at what is actually going on under the hood, 20 00:01:07,066 --> 00:01:09,666 inspect the model composition and see how it is rigged 21 00:01:09,666 --> 00:01:12,900 and what we can actually do with it. 22 00:01:13,300 --> 00:01:15,766 Because when we think about customizing the character, 23 00:01:16,366 --> 00:01:19,933 what we want to avoid is breaking any of the amazing functionalities 24 00:01:19,933 --> 00:01:21,633 that these characters provide. 25 00:01:21,633 --> 00:01:24,633 For example, we want the control rigs and facial blendshapes 26 00:01:24,633 --> 00:01:27,700 to remain intact. 27 00:01:29,366 --> 00:01:33,433 So for now, this is February 2022, 28 00:01:34,133 --> 00:01:36,333 the metahuman creator is still in early access, 29 00:01:36,333 --> 00:01:39,100 which means you have to request access to be able to use it. 30 00:01:39,700 --> 00:01:41,966 In case you don't have access yet, 31 00:01:41,966 --> 00:01:45,133 what you need to do is: Go to the Unreal Engine website, 32 00:01:45,700 --> 00:01:50,100 UnrealEngine.com, click on products, and then the MetaHuman Creator. 33 00:01:51,933 --> 00:01:54,333 From there you can request access. 34 00:01:54,333 --> 00:01:54,933 It can take 35 00:01:54,933 --> 00:01:58,466 from a couple of days to a couple of weeks until your request is processed. 36 00:01:59,166 --> 00:02:02,466 And after that you will receive a nice email with a link 37 00:02:02,666 --> 00:02:04,833 from where you can launch the MetaHuman Creator 38 00:02:06,966 --> 00:02:07,800 Cool. 39 00:02:07,800 --> 00:02:11,900 So we are now moments away from starting to work on our character, 40 00:02:12,933 --> 00:02:16,200 but a few words on what you can expect in this course first. 41 00:02:18,500 --> 00:02:21,033 My intention with this course format is to empower you 42 00:02:21,166 --> 00:02:23,466 to use your imagination and creativity. 43 00:02:24,400 --> 00:02:28,766 So this will not be a "do exactly as I say" type of educational content, 44 00:02:29,466 --> 00:02:31,566 although this also has its merits. 45 00:02:32,633 --> 00:02:35,000 But instead I want you to understand the workflow 46 00:02:35,500 --> 00:02:38,900 and the reasons why some operations need to be done this way. 47 00:02:40,400 --> 00:02:41,133 This is, of course, 48 00:02:41,133 --> 00:02:44,566 by no means the only way to do it, 49 00:02:45,066 --> 00:02:48,900 especially because the workflow is totally dependent on the choice of DCC (digital content creation) software. 50 00:02:49,966 --> 00:02:52,800 That's why I think it is important to understand the logic 51 00:02:52,966 --> 00:02:55,366 rather than following a step by step instruction. 52 00:02:56,533 --> 00:02:59,733 Once you've learned that, you can start experimenting on your own 53 00:03:00,166 --> 00:03:02,400 and find the best workflow that suits your needs. 54 00:03:04,666 --> 00:03:05,433 Right, 55 00:03:05,433 --> 00:03:07,200 so let's get to it. 56 00:03:07,200 --> 00:03:10,100 Here we are in the metahuman creator. 57 00:03:10,100 --> 00:03:13,333 At this moment, the database consists of 59 facial scans 58 00:03:13,333 --> 00:03:16,466 of real people that you can choose from. 59 00:03:16,466 --> 00:03:18,866 Browse through them, select the one that you like best. 60 00:03:19,133 --> 00:03:21,600 I will choose this character called Omar 61 00:03:22,333 --> 00:03:25,800 and click Next. In order to begin modifying the character. 62 00:03:25,866 --> 00:03:28,866 Stop the preview animation first and then go to Blend. 63 00:03:30,300 --> 00:03:32,966 In general, you have three options for modification here: 64 00:03:33,266 --> 00:03:35,933 Blend, Move and Sculpt. 65 00:03:36,000 --> 00:03:39,633 So first of all, you get here the option to select three morph targets. 66 00:03:40,600 --> 00:03:43,566 These morph targets are used to blend specific facial features 67 00:03:43,566 --> 00:03:45,400 between the four characters. 68 00:03:45,400 --> 00:03:48,300 - this is your base model and the three morph targets you selected - 69 00:03:48,900 --> 00:03:52,600 Click on any of the markers on the face and drag it towards one or the other Morph Target. 70 00:03:52,600 --> 00:03:56,733 This is entirely your choice where you want to go with your model. 71 00:03:57,633 --> 00:04:00,566 I will fast forward this step. 72 00:04:01,166 --> 00:04:05,300 So now you have seen what the Blend tool is for. With the Move tool, 73 00:04:05,333 --> 00:04:09,800 you can then exaggerate broad features like the ears, eyebrows, the nose, etc. 74 00:04:10,466 --> 00:04:12,700 You can go crazy here. 75 00:04:12,700 --> 00:04:15,200 I am actually quite happy with how my character looks 76 00:04:15,833 --> 00:04:17,633 and go straight to the Sculpt tool. 77 00:04:18,966 --> 00:04:20,433 This one allows you to make 78 00:04:20,433 --> 00:04:25,000 slight changes to a much larger number of face markers than what is available 79 00:04:25,000 --> 00:04:26,966 in the two other tools. 80 00:04:26,966 --> 00:04:29,333 Same thing. Just click on any marker 81 00:04:29,333 --> 00:04:32,166 and drag them around until you are happy with the result. 82 00:04:32,900 --> 00:04:35,833 So these three tools Blend, Move and Sculpt, 83 00:04:36,633 --> 00:04:39,233 they modify the geometry of the head mesh itself. 84 00:04:40,333 --> 00:04:42,166 After that, once you are happy with the look, 85 00:04:42,166 --> 00:04:45,700 you can browse through the other options in the sidebar and modify 86 00:04:45,700 --> 00:04:50,300 the textures of the skin, eyes and teeth and add hair or beard components, if you like. 87 00:04:57,566 --> 00:04:58,633 Once you get to the body 88 00:04:58,633 --> 00:05:02,366 proportions and clothing, there are a few things to consider, 89 00:05:02,866 --> 00:05:05,500 if you are thinking about customizing this character later. 90 00:05:07,666 --> 00:05:08,933 Number one: 91 00:05:09,233 --> 00:05:11,833 Choose your body proportions wisely. 92 00:05:11,833 --> 00:05:16,666 You have the choice between nine different body types: 3 different height types 93 00:05:17,033 --> 00:05:20,200 and for each of these, you can choose between 3 proportions: 94 00:05:20,233 --> 00:05:22,800 normal weight, overweight and underweight. 95 00:05:25,500 --> 00:05:27,866 Although it is possible to change the body type later, 96 00:05:28,333 --> 00:05:32,000 your custom clothes will be tailored to this specific body type. 97 00:05:33,566 --> 00:05:36,666 Also, check the proportions of the head in relation to the body. 98 00:05:36,933 --> 00:05:39,966 For some body types, the head turns out a little bit too big. 99 00:05:41,566 --> 00:05:44,966 and Number two: Disable all clothing on the character. 100 00:05:46,433 --> 00:05:49,300 Once you export your character with clothes, the body parts 101 00:05:49,300 --> 00:05:52,466 that are hidden by the clothes will be automatically deleted. 102 00:05:52,666 --> 00:05:55,600 You don't want that. Since the clothes that you want to 103 00:05:55,600 --> 00:05:57,700 model yourself might be quite different. 104 00:05:58,600 --> 00:06:00,800 So deselect the top and the bottom cloth items 105 00:06:00,800 --> 00:06:04,233 and choose the Flip-Flops for the shoes, 106 00:06:04,300 --> 00:06:08,200 since there is no option to deselect shoes. 107 00:06:08,566 --> 00:06:11,433 And I think we're done! 108 00:06:11,700 --> 00:06:14,566 The last thing we need to do here is change the name of the character. 109 00:06:14,933 --> 00:06:18,333 The name that you assign here will be the one that appears in Quixel Bridge 110 00:06:18,333 --> 00:06:21,600 and also be the name of the character, model and assets, 111 00:06:22,100 --> 00:06:24,100 once we import it into Unreal Engine. 112 00:06:26,233 --> 00:06:27,233 My character gets the 113 00:06:27,233 --> 00:06:29,300 very creative name "Hero". 114 00:06:31,100 --> 00:06:33,066 So in case you would like to know, 115 00:06:33,066 --> 00:06:37,533 I have chosen the tall, normal weight body type. For no specific reason by the way. 116 00:06:37,533 --> 00:06:39,566 You can choose whatever you want, 117 00:06:40,100 --> 00:06:43,233 this will not affect any part of the customization process. 118 00:06:45,266 --> 00:06:46,833 The buzzcut for the hair, 119 00:06:46,833 --> 00:06:49,766 although I plan to replace it with my own custom hair asset. 120 00:06:50,666 --> 00:06:53,200 And those are the other hair components for my Hero. 121 00:07:01,066 --> 00:07:02,033 When you are done, 122 00:07:02,033 --> 00:07:02,700 don't worry, 123 00:07:02,700 --> 00:07:05,466 If you don't see any Save button. 124 00:07:05,466 --> 00:07:07,900 All modifications are automatically saved. 125 00:07:07,900 --> 00:07:10,433 If you click on my metahumans, you will see that 126 00:07:10,433 --> 00:07:14,833 your character appears here and it is also synched with Quixel Bridge, 127 00:07:14,833 --> 00:07:17,200 by the way, for export to Unreal Engine. 128 00:07:19,800 --> 00:07:22,466 If you need multiple versions of the same character, 129 00:07:22,866 --> 00:07:26,066 say a short, average and a tall version, 130 00:07:26,900 --> 00:07:30,533 you can duplicate the character and then modify whatever you would like to change. 131 00:07:32,366 --> 00:07:33,333 All right. 132 00:07:33,333 --> 00:07:36,066 We are done here for now and can 133 00:07:36,066 --> 00:07:39,300 now go ahead and export our Hero to Unreal Engine. 11777

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