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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:01,233 --> 00:00:04,066 So now that we have created our base character model, 2 00:00:04,200 --> 00:00:07,166 we need to bring it into Unreal Engine. 3 00:00:07,166 --> 00:00:09,866 Let's start with Unreal Engine 4. 4 00:00:09,866 --> 00:00:12,966 When you open Quixel Bridge and go to My Metahumans, 5 00:00:13,300 --> 00:00:15,566 you will see that your character appears right there. 6 00:00:16,766 --> 00:00:18,666 In order to use it, you need to download it first, 7 00:00:18,666 --> 00:00:21,566 which can take some time, depending on your settings. 8 00:00:22,700 --> 00:00:24,533 Choose your texture resolution here. 9 00:00:24,533 --> 00:00:28,400 Remember that you can only export to Unreal Engine what you have downloaded. 10 00:00:28,800 --> 00:00:32,200 So if you download 1K textures, for example, 11 00:00:32,200 --> 00:00:35,400 you will not be able to export 8K. 12 00:00:35,400 --> 00:00:37,700 I leave it at 8K. 13 00:00:37,700 --> 00:00:39,800 Also, if you go into the download settings here, 14 00:00:40,166 --> 00:00:42,300 you can choose what you want to download. 15 00:00:42,566 --> 00:00:47,033 The UAsset files are intended for Unreal Engine and include meshes, textures, 16 00:00:47,033 --> 00:00:50,366 materials, blueprints, animation, anything that you need in Unreal Engine. 17 00:00:51,100 --> 00:00:54,633 The Source Asset is necessary if you want to use the character in Maya. 18 00:00:56,033 --> 00:00:58,233 Since we are using Blender in our workflow, 19 00:00:58,233 --> 00:01:02,033 we need to start in Unreal Engine and export our assets from there. 20 00:01:03,900 --> 00:01:06,200 Click download and after the download is done, 21 00:01:06,466 --> 00:01:09,833 the character is ready to export. 22 00:01:10,266 --> 00:01:14,933 Now, when you go to your export settings, you can set your export target, 23 00:01:14,966 --> 00:01:16,800 that is the Unreal Engine version 24 00:01:16,800 --> 00:01:20,266 you are working with: 4.27 or 4.26. 25 00:01:21,433 --> 00:01:24,033 Metahumans require at least 4.26 26 00:01:24,666 --> 00:01:27,700 and don't work with older Unreal Engine versions, 27 00:01:27,700 --> 00:01:29,566 as far as I know. 28 00:01:30,566 --> 00:01:33,100 If you don't have the Unreal Engine plugin installed yet, 29 00:01:33,533 --> 00:01:39,133 go to Quixel.com, then -> Learning and FAQs. Here you will find a 30 00:01:39,133 --> 00:01:42,433 very detailed instruction on how to install and use the plugin. 31 00:01:45,466 --> 00:01:48,166 I will leave the other export options for textures, etc. 32 00:01:48,166 --> 00:01:48,800 on default. 33 00:01:50,966 --> 00:01:53,633 So I have here an open Unreal Engine project 34 00:01:54,933 --> 00:01:57,866 and then I just click on export in Quixel Bridge and the character 35 00:01:57,866 --> 00:02:00,733 is automatically imported into Unreal Engine. 36 00:02:04,066 --> 00:02:05,333 For Unreal Engine 5 37 00:02:05,333 --> 00:02:07,500 it works in exactly the same way, 38 00:02:07,500 --> 00:02:10,700 only that you don't need to open the Quxel Bridge application. 39 00:02:11,333 --> 00:02:12,233 You can just open up 40 00:02:12,233 --> 00:02:15,633 an Unreal Engine 5 project, then right click in the content browser, 41 00:02:16,066 --> 00:02:20,833 Add Quixel Content and a Bridge-like interface will open up 42 00:02:20,833 --> 00:02:23,966 where you can choose your characters and import them directly from Unreal Engine. 43 00:02:25,500 --> 00:02:29,500 In the next video, I will walk you through how the metahuman characters are set up. 44 00:02:30,266 --> 00:02:33,333 We will look into the different blueprints, the skeletons and materials 45 00:02:33,566 --> 00:02:36,400 so you can get a better and deeper understanding 46 00:02:36,400 --> 00:02:40,400 of what we will have to consider when making decisions later on, 47 00:02:40,400 --> 00:02:42,166 during our customization process. 4176

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