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So guys, let's get to the texturing part,
which is probably most exciting,
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and will introduce a very distinctive
look to our Hero.
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The workflow for texturing
our metahuman character,
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that I'm about to show you,
involves Blender and Substance Painter.
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But you can of course use
any other texturing software you prefer.
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As a first step,
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let's export the assets
that we will need for texturing.
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What we need for that is obviously
the body and head meshes.
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And since we don't want to start
texturing from scratch,
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but rather build upon the already
existing textures,
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we will also export the base color
and normal map textures for head and body.
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So let's do this first.
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Find your body mesh
and export it as an FBX
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Make sure to deselect every option
in the export dialog.
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Especially, we don't want to export
all the other LODs.
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For those, who do not know
what LODs are,
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LOD means Level Of Detail.
In game engines,
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it's all about performance,
so every mesh typically has a number
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of lower resolution representations of the mesh,
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which are activated
at increasing distance to the camera.
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If you export the LODs you will get
all those meshes in blender.
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The head is even more complex
and comes with eight LODs,
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so sometimes people get confused
when they see something like this.
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You can either delete
all the meshes of LOD1 and higher,
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or just make sure
to untick the level of detail checkbox on export.
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or just make sure
to untick the level of detail checkbox on export.
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Right. Back to exporting...
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Export the body mesh and the head mesh,
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and then open the corresponding
material instances.
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If you are having trouble
finding the material instances,
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just click on your character folder
and type "synthesized" in the search bar.
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Those are the two instances for the body
and head: The BodySynthesized
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and the HeadSynthesized_Baked materials.
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Find the base color
and normal map of the body
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and export them.
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Same thing for the face.
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Find the main base color map
and normal map and export them as well.
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I will show you how we deal
with the additional base color
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and wrinkle maps
at the end of chapter three.
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Now that this is done,
we can open up Blender.
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The second step of the workflow
is to really give our character some love
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and sculpt some nice details as well as
prepare the materials and textures,
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so everything is neatly set up
for a stress-free texturing experience.
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Let's import the FBX files in blender
and hide the skeletons
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By the way, you can change
the look of your mesh in the viewport
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in the materials tab, at the bottom
under Viewport Display.
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As usual, I like to keep things organized,
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so I move everything into a new collection
and call it Lowpoly.
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This is going to be our low poly mesh - if you want -
that we use in Substance Painter.
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Duplicate the collection
and call it Highpoly.
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Remember how I told you in Chapter 2
that we are not allowed
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to do anything to the mesh
except moving vertices?
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The good news is: At this point
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we can do whatever we want to the mesh.
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Since we will not import
the character itself back to Unreal Engine
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but are only interested in the textures,
we can sculpt all the details
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that we like and bake these details
onto the normal map later.
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That means you can increase the resolution
of your mesh to millions of polygons.
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You can use Dyntopo or Remesher.
Anything goes at this point.
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Before we sculpt,
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let's join the body
and head of the high poly model,
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and then merge the border vertices.
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To select them,
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you can go to -> select -> select all by trait -> non manifold.
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We don't want to merge
the eyelashes and mouth,
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so we go into X-ray mode and deselect those
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Then just press M and Merge by Distance.
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Check if everything is actually merged
by selecting the non manifold vertices again.
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Cool.
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Now we can do a sculpting pass on
our character and introduce some details.
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I will fast forward this part
so I don't bore you
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with making you
watch a long sculpting session.
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The only important thing here is:
The low poly and high poly mesh
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should more or less overlap
for a clean baking result.
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So don't go too crazy here,
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Ii's only about details at this point.
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I'm now quite happy
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with my high poly sculpt,
and we are almost done in Blender.
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We have already looked at the UVs
in the previous chapter,
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but let's quickly refresh
and also do some clean up on the materials.
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I don't intend to change the texture
for the teeth, tongue and eyes.
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I don't intend to change the texture
for the teeth, tongue and eyes.
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The only thing I'm interested in
is the head itself.
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If you go into edit mode
and then to the material list of the head,
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you can select the part of the head
that has the material
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HeadSynthesized_Baked assigned to it.
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Then press P two separate this part.
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Back in object mode,
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we can now hide all the rest
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Then, since all those other material slots
are not needed anymore,
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you can click on the arrow
and remove the unused slots.
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Now we have only one material for the head.
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As a reminder,
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the UVs for the head and body
are located on different UV tiles.
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This is great,
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since we can actually use a UDIM workflow
for texturing across different UV tiles.
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If you don't already know, UDIM
stands for Universal Dimension,
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and is a way of splitting up the UVs
of an object into multiple textures.
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This is used to achieve
very high texture resolutions
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without the cost of loading
huge 8K or 16K files.
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The UDIM tiles have a numbering convention,
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starting with 1001, 1002 etc.
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for the first row,
and 1011, 1012, etc.
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on the second row.
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Great.
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Now we have almost everything
we need to begin texturing.
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To use the UDIM workflow in Substance Painter,
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we need one single material for the whole
body and appropriate texture file names.
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So let's join the head and body
of our low poly model with Control-J,
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and delete the head material.
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Now we can export our low
poly mesh and the high poly mesh.
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Then let's rename the textures.
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The UDIM textures
need to have the same name
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except for the UDIM tile number at the end.
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So we have the head UVs located on the 1001 tile
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and the body on the 1002 tile.
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Let's rename the base
color and normal map accordingly.
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Now open up Substance Painter.
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Create a new project,
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select your mesh,
set the document resolution and activate
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the UDIM workflow.
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Then let us bring our textures in.
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Select only the 1001 files
and drop them in.
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Substance Painter will then automatically search
for UDIMs with consecutive numbers
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and import them as well.
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You see here the number 2 displayed
over the textures, which shows that
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the texture set uses two UDIM tiles.
One for the head and one for the body.
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Let's
check the UV layout, which looks good,
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and let's make sure
we have only one material with our
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two UV tiles
by clicking on the texture set list.
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Everything looks good.
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To get a base texture layer,
create a new fill layer,
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deselect every other channel
except for the base color and normal
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and drop the textures into the slots here.
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Finally,
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we need to bake our hand
sculpted details onto the normal map.
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Substance Painter will also generate
a couple of other textures
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that will be used
in the texturing process,
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like the curvature
and the ambient occlusion maps.
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Since we would like to stay consistent
with the way
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the metahuman textures are set up,
we will bake in 8K.
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And Boom, we are done!
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Everything is set up and it's time
to give our character our custom look
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Again,
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feel free to pause the course here
and explore on your own.
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The next chapter is optional,
but I will show you how
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I textured my Hero in chapter 3.2,
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before going into how to use our custom
textures in Unreal Engine.
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