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These are the user uploaded subtitles that are being translated: 00:00:00.533 --> 00:00:04.233 Before going into texturing, clothes, and other things we want to add 00:00:04.233 --> 00:00:05.833 to our character, 00:00:05.833 --> 00:00:08.100 it is important to first adjust our geometry, 00:00:08.466 --> 00:00:12.300 since the textures and clothes will then follow the form of the head and body. 00:00:14.000 --> 00:00:18.066 Maybe we want to transform the clean human form into an elf 00:00:18.266 --> 00:00:21.366 or some alien looking creature. 00:00:21.366 --> 00:00:23.766 So working on the mesh would be the first step 00:00:23.766 --> 00:00:26.833 in our customization process. 00:00:27.100 --> 00:00:31.466 As pointed out in the previous chapter, we need a workflow that doesn't break 00:00:31.466 --> 00:00:33.633 any of the functionalities of the metahuman. 00:00:34.633 --> 00:00:37.700 There probably are a number of different ways to approach this. 00:00:38.566 --> 00:00:42.000 What I will show you here is a workflow that allows you to modify the mesh 00:00:42.366 --> 00:00:47.033 using Blender and an Unreal Engine plugin called Mesh Morpher. 00:00:48.700 --> 00:00:50.866 This plugin is unfortunately quite pricey, 00:00:51.300 --> 00:00:54.733 but in my opinion it is worth the money. 00:00:54.966 --> 00:00:58.566 You can find it on the Unreal Marketplace, just search for Mesh Morpher. 00:00:59.000 --> 00:01:01.466 And it is also available on Artstation. 00:01:01.666 --> 00:01:04.500 You can find the link in the course description on Gumroad. 00:01:05.533 --> 00:01:08.133 They also have a ton of tutorials and how to use it. 00:01:08.566 --> 00:01:11.966 So if you have any questions beyond what I'm showing here, 00:01:12.900 --> 00:01:15.866 feel free to dig in and get familiar with its functionalities. 00:01:16.700 --> 00:01:17.333 Right... 00:01:17.333 --> 00:01:21.066 So after you install it to the engine, you need to activate it 00:01:21.066 --> 00:01:23.633 in the plugin settings of your Unreal Engine project. 00:01:24.833 --> 00:01:28.033 And after activating the plugin, you will have to restart the engine. 00:01:30.166 --> 00:01:31.400 Now you can access it 00:01:31.400 --> 00:01:35.200 via this icon on the top bar. 00:01:35.500 --> 00:01:36.566 Now, let me quickly 00:01:36.566 --> 00:01:39.900 explain what this plugin actually does. 00:01:39.900 --> 00:01:41.866 The way it works is as follows: 00:01:41.866 --> 00:01:44.233 The plugin uses two OBJ files 00:01:44.300 --> 00:01:46.733 to create a morph target for the skeletal mesh. 00:01:48.200 --> 00:01:49.900 One is the original mesh, 00:01:49.900 --> 00:01:52.600 let's call it the Morph Base. 00:01:52.600 --> 00:01:55.600 And the second one is the Morph Target. 00:01:55.600 --> 00:01:58.833 This is what you create in Blender by using the sculpt or editing tools. 00:02:00.766 --> 00:02:04.733 So we need to take our metahuman base character in Unreal Engine, 00:02:04.733 --> 00:02:06.900 create an OBJ file for the head and the body, 00:02:07.766 --> 00:02:09.833 modify them in Blender to our liking, 00:02:11.100 --> 00:02:14.466 and then use Mesh Morpher to generate a new metahuman character, 00:02:14.466 --> 00:02:17.633 with those modifications applied. 00:02:18.266 --> 00:02:22.800 There is one major caveat for morph targets though. You cannot perform 00:02:22.800 --> 00:02:26.333 any operation on the mesh that changes the vertex count or order. 00:02:28.000 --> 00:02:29.866 Let me explain: 00:02:31.100 --> 00:02:32.900 You know that any 3D geometry 00:02:32.900 --> 00:02:36.833 is made up of interconnected vertices or points in 3D space right? 00:02:37.900 --> 00:02:40.166 Now, what you are typically never concerned with, 00:02:40.166 --> 00:02:44.100 when you are creating your 3D objects, is the vertex order. 00:02:45.100 --> 00:02:47.700 This all happens under the hood, and in most cases 00:02:47.700 --> 00:02:51.166 the vertex indices are of absolutely no relevance to you. 00:02:52.400 --> 00:02:56.366 But in this case, it actually is. 00:02:56.400 --> 00:02:58.366 Let's look at the body mesh of our Hero model for example. 00:02:58.366 --> 00:03:03.533 If you go to the preferences, you can activate the developer tools 00:03:03.533 --> 00:03:05.633 in the interface tab. 00:03:09.733 --> 00:03:11.533 When you then go into edit mode, 00:03:11.533 --> 00:03:15.766 there is an additional option in the overlays dropdown menu called "Indices". 00:03:17.266 --> 00:03:19.533 This will display the actual index 00:03:19.533 --> 00:03:22.600 or order number for any selected vertex on your mesh. 00:03:24.366 --> 00:03:27.066 So every single vertex has a unique number assigned to it. 00:03:28.333 --> 00:03:30.666 What Mesh Morpher does is, 00:03:30.666 --> 00:03:33.333 it compares the original mesh (our Morph Base) 00:03:33.900 --> 00:03:37.633 and the changed mesh (our Morph Target), 00:03:37.633 --> 00:03:40.700 and looks whether a vertex has changed its location in 3D space. 00:03:42.300 --> 00:03:45.600 For this comparison, all vertex indices of the two meshes 00:03:45.600 --> 00:03:47.566 need to be the same. 00:03:49.100 --> 00:03:51.466 So where's the problem? 00:03:51.833 --> 00:03:54.233 There are a lot of operations in a typical modeling 00:03:54.233 --> 00:03:57.933 or sculpting workflow that actually affect and change the indices, 00:03:58.200 --> 00:04:00.500 by merging, deleting, or adding vertices. 00:04:02.066 --> 00:04:05.066 So you cannot use the Merge By Distance function 00:04:05.233 --> 00:04:10.166 to join body and head, for example. You cannot cut or subdivide the mesh 00:04:10.300 --> 00:04:13.533 and you cannot apply Multiresolution or Subdivision modifiers. 00:04:15.166 --> 00:04:19.333 All these operations will change either the vertex count or the vertex order. 00:04:20.766 --> 00:04:21.433 And since Mesh Morpher 00:04:21.433 --> 00:04:24.433 needs two meshes with an identical vertex count and order, 00:04:24.433 --> 00:04:28.166 the only thing we are allowed to do is move vertices around. 00:04:31.366 --> 00:04:33.866 Actually, it's much like the shape keys function in Blender. 00:04:34.966 --> 00:04:37.933 If you try to apply a subdivision modifier, for example, 00:04:38.466 --> 00:04:41.966 Blender will tell you that you can't do it to a mesh with shape keys. 00:04:43.966 --> 00:04:46.933 Although the blend shapes in Blender are a bit more forgiving, 00:04:46.966 --> 00:04:50.266 so if you do change the mesh in a destructive way, 00:04:50.266 --> 00:04:53.400 the blend shapes still kind of work, 00:04:53.400 --> 00:04:55.400 the Mesh Morpher plugin will not work well+ 00:04:55.400 --> 00:04:58.733 with this type of modifications. 00:04:58.733 --> 00:05:01.433 So if you see something like that, 00:05:01.433 --> 00:05:03.766 then that's the reason why. 00:05:03.966 --> 00:05:04.700 In sculpt mode, 00:05:04.700 --> 00:05:06.700 you can use any sculpt tool you like, 00:05:06.700 --> 00:05:09.766 but you are not allowed to use Dyntopo or Remesh, 00:05:10.466 --> 00:05:14.166 since those modifications will absolutely change your vertex count and order. 00:05:16.200 --> 00:05:17.233 All right. 00:05:17.833 --> 00:05:19.766 Now, with this out of the way, let's 00:05:19.766 --> 00:05:22.600 go and export our character. 00:05:22.966 --> 00:05:24.800 Open up the Mesh Morpher plug in, 00:05:24.800 --> 00:05:27.566 and select your body mesh. 00:05:27.800 --> 00:05:31.133 We will then export this mesh as an "OBJ watertight". 00:05:32.833 --> 00:05:35.333 I will call it Hero_Body_UE. 00:05:35.333 --> 00:05:38.000 Do the same with the face mesh. 00:05:41.233 --> 00:05:42.466 I call this one Hero_Head_UE. 00:05:42.466 --> 00:05:46.333 I call this one Hero_Head_UE. 00:05:46.633 --> 00:05:48.300 You probably ask yourself, 00:05:48.300 --> 00:05:52.500 why did I choose the watertight OBJ for export and not the regular OBJ. 00:05:53.833 --> 00:05:56.266 If you select the second option called "OBJ watertight", 00:05:56.366 --> 00:05:59.166 this will give you a welded mesh. 00:05:59.766 --> 00:06:03.466 A welded mesh means that all overlapping vertices will be joined. 00:06:04.033 --> 00:06:06.500 Let me quickly show you the difference between the two options. 00:06:07.666 --> 00:06:09.233 I have here two OBJs. 00:06:09.233 --> 00:06:11.566 The right one was exported using the first option: 00:06:11.666 --> 00:06:13.733 Export as OBJ. 00:06:13.733 --> 00:06:17.300 The one on the left was exported using the OBJ watertight option. 00:06:18.366 --> 00:06:19.200 If I now go into 00:06:19.200 --> 00:06:22.633 edit mode and press L to select linked mesh parts, 00:06:23.466 --> 00:06:26.700 you see that this one consists of different separated parts. 00:06:28.000 --> 00:06:31.866 The watertight version, however, is one single linked mesh, 00:06:32.433 --> 00:06:34.500 which is better when we start sculpting on it. 00:06:36.800 --> 00:06:39.233 Now we will import those OBJ files in Blender. 00:06:40.566 --> 00:06:45.366 For the import options, we need to set the transform to -X forward and Y up. 00:06:45.666 --> 00:06:47.833 This is just how the Mesh Morpher plugin is set up. 00:06:49.100 --> 00:06:51.166 By the way, you can save import and export 00:06:51.166 --> 00:06:54.300 options in Blender as a preset. 00:06:54.300 --> 00:06:56.766 So when you restart Blender, you can choose the preset 00:06:56.766 --> 00:06:58.800 and everything will be just set up correctly. 00:07:04.733 --> 00:07:06.600 Do the same for the head. 00:07:06.600 --> 00:07:10.733 Here we want to deselect "split by object" in the Geometry section. 00:07:11.166 --> 00:07:14.533 Otherwise you will get separated mesh parts for the eyes, teeth, etc. 00:07:15.466 --> 00:07:17.500 For sculpting, we want it all to be one mesh 00:07:20.000 --> 00:07:22.600 Let's keep things organized and rename those, 00:07:22.733 --> 00:07:24.933 so we know what meshes serve which purpose, 00:07:28.733 --> 00:07:30.133 and move them into a new collection 00:07:30.133 --> 00:07:32.666 by pressing M, with both objects selected. 00:07:37.200 --> 00:07:40.066 Then let's duplicate the meshes and move them into another collection. 00:07:40.666 --> 00:07:44.566 This duplicate will be the mesh that we will modify and use as our Morph Target. 00:07:45.800 --> 00:07:47.933 We are now ready to actually begin working. 00:07:49.166 --> 00:07:52.366 Now, at this point, I would recommend that you pause watching the course, 00:07:52.500 --> 00:07:54.766 and begin working on your character on your own, 00:07:56.000 --> 00:07:58.900 Since your model will probably look much different than mine, 00:07:59.566 --> 00:08:02.966 feel free to get your creative juices flowing and make something of your own. 00:08:05.000 --> 00:08:08.533 In the next video, I will show you the modifications I did to my Hero character 00:08:08.533 --> 00:08:12.466 using anatomy references and basic sculpting operations. 00:08:13.066 --> 00:08:14.866 But this is optional. 00:08:14.866 --> 00:08:18.966 Also, if you encounter problems around the head-body border, don't worry. 00:08:19.366 --> 00:08:21.200 That's normal, and we will fix it later. 11782

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