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Before going into texturing, clothes,
and other things we want to add
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to our character,
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it is important to first
adjust our geometry,
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since the textures and clothes will
then follow the form of the head and body.
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Maybe we want to transform
the clean human form into an elf
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or some alien looking creature.
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So working on the mesh
would be the first step
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in our customization process.
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As pointed out in the previous chapter,
we need a workflow that doesn't break
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any of the functionalities
of the metahuman.
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There probably are a number
of different ways to approach this.
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What I will show you here is a workflow
that allows you to modify the mesh
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using Blender and an Unreal Engine
plugin called Mesh Morpher.
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This plugin is unfortunately quite pricey,
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but in my opinion it is worth the money.
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You can find it on the Unreal Marketplace,
just search for Mesh Morpher.
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And it is also available on Artstation.
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You can find the link in the course description on Gumroad.
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They also have a ton of tutorials
and how to use it.
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So if you have any questions beyond
what I'm showing here,
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feel free to dig in and get familiar
with its functionalities.
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Right...
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So after you install it to the engine,
you need to activate it
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in the plugin settings of your Unreal Engine project.
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And after activating the plugin,
you will have to restart the engine.
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Now you can access it
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via this icon on the top bar.
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Now, let me quickly
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explain what this plugin actually does.
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The way it works is as follows:
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The plugin uses two OBJ files
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to create a morph target
for the skeletal mesh.
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One is the original mesh,
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let's call it the Morph Base.
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And the second one is the Morph Target.
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This is what you create in Blender
by using the sculpt or editing tools.
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So we need to take our metahuman
base character in Unreal Engine,
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create an OBJ file for the head and the body,
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modify them in Blender to our liking,
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and then use Mesh Morpher to generate
a new metahuman character,
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with those modifications applied.
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There is one major caveat for morph
targets though. You cannot perform
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any operation on the mesh
that changes the vertex count or order.
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Let me explain:
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You know that any 3D geometry
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is made up of interconnected vertices
or points in 3D space right?
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Now, what you are typically never concerned with,
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when you are creating your 3D
objects, is the vertex order.
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This all happens under the hood,
and in most cases
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the vertex indices are of absolutely
no relevance to you.
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But in this case, it actually is.
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Let's look at the body
mesh of our Hero model for example.
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If you go to the preferences,
you can activate the developer tools
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in the interface tab.
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When you then go into edit mode,
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there is an additional option in
the overlays dropdown menu called "Indices".
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This will display the actual index
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or order number
for any selected vertex on your mesh.
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So every single vertex has a unique number
assigned to it.
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What Mesh Morpher does is,
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it compares the original mesh (our Morph Base)
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and the changed mesh
(our Morph Target),
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and looks whether a vertex has changed its location
in 3D space.
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For this comparison,
all vertex indices of the two meshes
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need to be the same.
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So where's the problem?
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There are a lot of operations
in a typical modeling
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or sculpting workflow that actually affect
and change the indices,
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by merging, deleting, or adding vertices.
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So you cannot use the Merge By Distance function
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to join body and head, for example.
You cannot cut or subdivide the mesh
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and you cannot apply
Multiresolution or Subdivision modifiers.
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All these operations will change either
the vertex count or the vertex order.
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And since Mesh Morpher
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needs two meshes with an identical
vertex count and order,
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the only thing we are allowed to do
is move vertices around.
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Actually, it's much like the shape keys
function in Blender.
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If you try to apply a subdivision
modifier, for example,
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Blender will tell you that
you can't do it to a mesh with shape keys.
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Although the blend shapes in Blender
are a bit more forgiving,
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so if you do change the mesh
in a destructive way,
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the blend shapes still kind of work,
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the Mesh Morpher plugin will not work well+
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with this type of modifications.
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So if you see something like that,
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then that's the reason why.
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In sculpt mode,
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you can use any sculpt tool you like,
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but you are not allowed to use Dyntopo or Remesh,
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since those modifications will absolutely
change your vertex count and order.
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All right.
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Now, with this out of the way, let's
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go and export our character.
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Open up the Mesh Morpher plug in,
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and select your body mesh.
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We will then export this mesh
as an "OBJ watertight".
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I will call it Hero_Body_UE.
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Do the same with the face mesh.
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I call this one Hero_Head_UE.
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I call this one Hero_Head_UE.
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You probably ask yourself,
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why did I choose the watertight OBJ
for export and not the regular OBJ.
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If you select the second option called "OBJ watertight",
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this will give you a welded mesh.
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A welded mesh means that all
overlapping vertices will be joined.
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Let me quickly show you the difference
between the two options.
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I have here two OBJs.
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The right one was exported
using the first option:
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Export as OBJ.
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The one on the left was exported
using the OBJ watertight option.
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If I now go into
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edit mode and press
L to select linked mesh parts,
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you see that this one
consists of different separated parts.
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The watertight version,
however, is one single linked mesh,
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which is better
when we start sculpting on it.
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Now we will import those OBJ files in Blender.
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For the import options, we need to set
the transform to -X forward and Y up.
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This is just how the
Mesh Morpher plugin is set up.
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By the way, you can save import and export
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options in Blender as a preset.
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So when you restart Blender,
you can choose the preset
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and everything will be just set up
correctly.
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Do the same for the head.
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Here we want to deselect "split by object"
in the Geometry section.
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Otherwise you will get separated
mesh parts for the eyes, teeth, etc.
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For sculpting, we want it all to be one mesh
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Let's keep things organized and rename those,
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so we know what meshes serve which purpose,
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and move them into a new collection
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by pressing M,
with both objects selected.
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Then let's duplicate the meshes
and move them into another collection.
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This duplicate will be the mesh that
we will modify and use as our Morph Target.
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We are now ready to actually begin working.
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Now, at this point, I would recommend that
you pause watching the course,
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and begin working on your character on your own,
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Since your model will probably
look much different than mine,
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feel free to get your creative juices
flowing and make something of your own.
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In the next video, I will show you
the modifications I did to my Hero character
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using anatomy references
and basic sculpting operations.
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But this is optional.
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Also, if you encounter problems
around the head-body border, don't worry.
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That's normal, and we will fix it later.
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