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Hi and welcome
to the first chapter of this course
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where we will create our base character
model
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import it into Unreal Engine
and talk about
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what to consider when you are planning
to customize the character.
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And then we will have a look
at how the model is actually constructed
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and the implications for customization.
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First of all, a huge shout out
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to Epic Games
for releasing this amazing tool.
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Imagine there was a time
when you had to spend weeks
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or even months
to create a character like this,
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not even to mention the years of learning
and experience you had to invest
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to even be able to create a fully rigged,
realistic character.
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When this tool was released last year,
it introduced a technology
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that enabled 3D artists like me
and probably also you
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- if you're watching this course -
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to build upon and create
incredible things, be it movies or games.
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Okay,
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so let's first quickly go through this tool
and create our character,
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and then we will have a closer look at
what is actually going on under the hood,
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inspect the model composition
and see how it is rigged
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and what we can actually do with it.
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Because when we think
about customizing the character,
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what we want to avoid is breaking
any of the amazing functionalities
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that these characters provide.
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For example,
we want the control rigs and facial blendshapes
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to remain intact.
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So for now, this is February 2022,
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the metahuman creator
is still in early access,
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which means you have to request access
to be able to use it.
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In case you don't have access yet,
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what you need to do is:
Go to the Unreal Engine website,
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UnrealEngine.com, click on products,
and then the MetaHuman Creator.
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From there you can request access.
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It can take
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from a couple of days to a couple of weeks
until your request is processed.
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And after that
you will receive a nice email with a link
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from where you can launch the MetaHuman Creator
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Cool.
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So we are now moments away
from starting to work on our character,
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but a few words on what you can expect
in this course first.
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My intention with this course
format is to empower you
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to use your imagination and creativity.
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So this will not be a "do exactly as I say"
type of educational content,
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although this also has its merits.
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But instead
I want you to understand the workflow
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and the reasons why some operations
need to be done this way.
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This is, of course,
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by no means the only way to do it,
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especially because the workflow is totally dependent
on the choice of DCC (digital content creation) software.
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That's why I think it is important
to understand the logic
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rather than following a step
by step instruction.
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Once you've learned that, you can start
experimenting on your own
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and find the best workflow
that suits your needs.
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Right,
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so let's get to it.
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Here we are in the metahuman creator.
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At this moment,
the database consists of 59 facial scans
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of real people that you can choose from.
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Browse through them, select
the one that you like best.
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I will choose this character called Omar
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and click Next.
In order to begin modifying the character.
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Stop the preview
animation first and then go to Blend.
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In general, you
have three options for modification here:
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Blend, Move and Sculpt.
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So first of all, you get here
the option to select three morph targets.
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These morph targets are used to blend
specific facial features
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between the four characters.
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- this is your base model
and the three morph targets you selected -
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Click on any of the markers on the face
and drag it towards one or the other Morph Target.
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This is entirely your choice
where you want to go with your model.
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I will fast forward this step.
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So now you have seen what the Blend tool is for.
With the Move tool,
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you can then exaggerate broad features
like the ears, eyebrows, the nose, etc.
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You can go crazy here.
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I am actually quite happy
with how my character looks
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and go straight to the Sculpt tool.
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This one allows you to make
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slight changes to a much larger number
of face markers than what is available
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in the two other tools.
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Same thing. Just click on any marker
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and drag them around
until you are happy with the result.
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So these three tools
Blend, Move and Sculpt,
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they modify the geometry of the head mesh itself.
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After that,
once you are happy with the look,
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you can browse through the other options
in the sidebar and modify
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the textures of the skin, eyes and teeth
and add hair or beard components, if you like.
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Once you get to the body
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proportions and clothing,
there are a few things to consider,
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if you are thinking about customizing
this character later.
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Number one:
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Choose your body proportions wisely.
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You have the choice between nine different
body types: 3 different height types
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and for each of these,
you can choose between 3 proportions:
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normal weight, overweight and underweight.
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Although it is possible to change the body
type later,
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your custom clothes will be tailored
to this specific body type.
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Also, check the proportions of the head
in relation to the body.
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For some body types,
the head turns out a little bit too big.
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and Number two:
Disable all clothing on the character.
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Once you export your character
with clothes, the body parts
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that are hidden by
the clothes will be automatically deleted.
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You don't want that.
Since the clothes that you want to
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model yourself might be quite different.
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So deselect the top and the bottom cloth items
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and choose the Flip-Flops for the shoes,
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since there is no option to deselect shoes.
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And I think we're done!
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The last thing we need to do
here is change the name of the character.
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The name that you assign here
will be the one that appears in Quixel Bridge
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and also be the name
of the character, model and assets,
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once we import it into Unreal Engine.
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My character gets the
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very creative name "Hero".
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So in case you would like to know,
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I have chosen the tall, normal weight
body type. For no specific reason by the way.
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You can choose whatever you want,
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this will not affect
any part of the customization process.
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The buzzcut for the hair,
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although I plan to replace it
with my own custom hair asset.
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And those are the other hair components
for my Hero.
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When you are done,
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don't worry,
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If you don't see any Save button.
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All modifications are automatically saved.
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If you click on my metahumans,
you will see that
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your character appears here
and it is also synched with Quixel Bridge,
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by the way, for export to Unreal Engine.
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If you need multiple versions
of the same character,
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say a short, average and a tall version,
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you can duplicate the character and then
modify whatever you would like to change.
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All right.
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We are done here for now and can
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now go ahead and export
our Hero to Unreal Engine.
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