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These are the user uploaded subtitles that are being translated: 1 00:00:00,600 --> 00:00:04,933 So guys, let's get to the texturing part, which is probably most exciting, 2 00:00:04,933 --> 00:00:07,833 and will introduce a very distinctive look to our Hero. 3 00:00:11,000 --> 00:00:13,500 The workflow for texturing our metahuman character, 4 00:00:13,700 --> 00:00:17,166 that I'm about to show you, involves Blender and Substance Painter. 5 00:00:18,200 --> 00:00:20,600 But you can of course use any other texturing software you prefer. 6 00:00:23,700 --> 00:00:24,966 As a first step, 7 00:00:24,966 --> 00:00:27,633 let's export the assets that we will need for texturing. 8 00:00:28,033 --> 00:00:30,766 What we need for that is obviously the body and head meshes. 9 00:00:31,500 --> 00:00:34,366 And since we don't want to start texturing from scratch, 10 00:00:34,366 --> 00:00:36,966 but rather build upon the already existing textures, 11 00:00:37,500 --> 00:00:41,233 we will also export the base color and normal map textures for head and body. 12 00:00:42,700 --> 00:00:45,266 So let's do this first. 13 00:00:45,766 --> 00:00:47,966 Find your body mesh and export it as an FBX 14 00:00:49,466 --> 00:00:52,533 Make sure to deselect every option in the export dialog. 15 00:00:52,766 --> 00:00:55,866 Especially, we don't want to export all the other LODs. 16 00:00:56,400 --> 00:00:59,066 For those, who do not know what LODs are, 17 00:00:59,200 --> 00:01:02,233 LOD means Level Of Detail. In game engines, 18 00:01:02,300 --> 00:01:05,533 it's all about performance, so every mesh typically has a number 19 00:01:05,533 --> 00:01:08,066 of lower resolution representations of the mesh, 20 00:01:08,833 --> 00:01:11,500 which are activated at increasing distance to the camera. 21 00:01:12,133 --> 00:01:15,666 If you export the LODs you will get all those meshes in blender. 22 00:01:17,100 --> 00:01:20,266 The head is even more complex and comes with eight LODs, 23 00:01:20,900 --> 00:01:24,033 so sometimes people get confused when they see something like this. 24 00:01:25,466 --> 00:01:28,666 You can either delete all the meshes of LOD1 and higher, 25 00:01:29,333 --> 00:01:32,100 or just make sure to untick the level of detail checkbox on export. 26 00:01:32,100 --> 00:01:34,800 or just make sure to untick the level of detail checkbox on export. 27 00:01:34,800 --> 00:01:36,333 Right. Back to exporting... 28 00:01:37,300 --> 00:01:39,700 Export the body mesh and the head mesh, 29 00:01:39,700 --> 00:01:42,466 and then open the corresponding material instances. 30 00:01:43,500 --> 00:01:45,933 If you are having trouble finding the material instances, 31 00:01:46,266 --> 00:01:49,900 just click on your character folder and type "synthesized" in the search bar. 32 00:01:50,933 --> 00:01:53,833 Those are the two instances for the body and head: The BodySynthesized 33 00:01:53,866 --> 00:01:56,933 and the HeadSynthesized_Baked materials. 34 00:01:58,833 --> 00:02:01,100 Find the base color and normal map of the body 35 00:02:01,100 --> 00:02:02,766 and export them. 36 00:02:11,766 --> 00:02:12,933 Same thing for the face. 37 00:02:12,933 --> 00:02:16,766 Find the main base color map and normal map and export them as well. 38 00:02:21,333 --> 00:02:24,066 I will show you how we deal with the additional base color 39 00:02:24,066 --> 00:02:26,300 and wrinkle maps at the end of chapter three. 40 00:02:27,933 --> 00:02:30,266 Now that this is done, we can open up Blender. 41 00:02:30,800 --> 00:02:34,166 The second step of the workflow is to really give our character some love 42 00:02:34,766 --> 00:02:39,266 and sculpt some nice details as well as prepare the materials and textures, 43 00:02:39,266 --> 00:02:42,700 so everything is neatly set up for a stress-free texturing experience. 44 00:02:43,366 --> 00:02:46,800 Let's import the FBX files in blender and hide the skeletons 45 00:02:55,833 --> 00:02:58,066 By the way, you can change the look of your mesh in the viewport 46 00:02:58,966 --> 00:03:02,100 in the materials tab, at the bottom under Viewport Display. 47 00:03:03,300 --> 00:03:05,500 As usual, I like to keep things organized, 48 00:03:05,633 --> 00:03:09,300 so I move everything into a new collection and call it Lowpoly. 49 00:03:10,266 --> 00:03:13,933 This is going to be our low poly mesh - if you want - that we use in Substance Painter. 50 00:03:15,833 --> 00:03:18,300 Duplicate the collection and call it Highpoly. 51 00:03:19,933 --> 00:03:23,433 Remember how I told you in Chapter 2 that we are not allowed 52 00:03:23,433 --> 00:03:26,066 to do anything to the mesh except moving vertices? 53 00:03:27,533 --> 00:03:29,433 The good news is: At this point 54 00:03:29,433 --> 00:03:32,466 we can do whatever we want to the mesh. 55 00:03:32,466 --> 00:03:35,800 Since we will not import the character itself back to Unreal Engine 56 00:03:36,300 --> 00:03:40,000 but are only interested in the textures, we can sculpt all the details 57 00:03:40,000 --> 00:03:43,666 that we like and bake these details onto the normal map later. 58 00:03:44,333 --> 00:03:47,966 That means you can increase the resolution of your mesh to millions of polygons. 59 00:03:47,966 --> 00:03:51,766 You can use Dyntopo or Remesher. Anything goes at this point. 60 00:03:52,600 --> 00:03:53,666 Before we sculpt, 61 00:03:53,666 --> 00:03:56,066 let's join the body and head of the high poly model, 62 00:03:56,600 --> 00:03:58,800 and then merge the border vertices. 63 00:03:59,933 --> 00:04:00,600 To select them, 64 00:04:00,600 --> 00:04:04,366 you can go to -> select -> select all by trait -> non manifold. 65 00:04:05,700 --> 00:04:07,833 We don't want to merge the eyelashes and mouth, 66 00:04:07,900 --> 00:04:11,033 so we go into X-ray mode and deselect those 67 00:04:11,966 --> 00:04:14,866 Then just press M and Merge by Distance. 68 00:04:17,000 --> 00:04:21,066 Check if everything is actually merged by selecting the non manifold vertices again. 69 00:04:25,800 --> 00:04:26,600 Cool. 70 00:04:26,833 --> 00:04:30,566 Now we can do a sculpting pass on our character and introduce some details. 71 00:04:31,466 --> 00:04:34,066 I will fast forward this part so I don't bore you 72 00:04:34,466 --> 00:04:36,600 with making you watch a long sculpting session. 73 00:04:38,766 --> 00:04:41,500 The only important thing here is: The low poly and high poly mesh 74 00:04:41,500 --> 00:04:45,166 should more or less overlap for a clean baking result. 75 00:04:45,833 --> 00:04:47,733 So don't go too crazy here, 76 00:04:47,733 --> 00:04:49,866 Ii's only about details at this point. 77 00:04:57,933 --> 00:04:58,933 I'm now quite happy 78 00:04:58,933 --> 00:05:01,933 with my high poly sculpt, and we are almost done in Blender. 79 00:05:03,500 --> 00:05:06,333 We have already looked at the UVs in the previous chapter, 80 00:05:06,333 --> 00:05:10,100 but let's quickly refresh and also do some clean up on the materials. 81 00:05:12,500 --> 00:05:13,166 I don't intend to change the texture for the teeth, tongue and eyes. 82 00:05:13,166 --> 00:05:15,666 I don't intend to change the texture for the teeth, tongue and eyes. 83 00:05:16,166 --> 00:05:18,600 The only thing I'm interested in is the head itself. 84 00:05:20,200 --> 00:05:23,566 If you go into edit mode and then to the material list of the head, 85 00:05:23,800 --> 00:05:27,333 you can select the part of the head that has the material 86 00:05:27,333 --> 00:05:30,333 HeadSynthesized_Baked assigned to it. 87 00:05:30,333 --> 00:05:32,366 Then press P two separate this part. 88 00:05:34,166 --> 00:05:35,266 Back in object mode, 89 00:05:35,266 --> 00:05:38,133 we can now hide all the rest 90 00:05:39,733 --> 00:05:42,766 Then, since all those other material slots are not needed anymore, 91 00:05:42,866 --> 00:05:45,733 you can click on the arrow and remove the unused slots. 92 00:05:46,600 --> 00:05:48,600 Now we have only one material for the head. 93 00:05:50,900 --> 00:05:52,000 As a reminder, 94 00:05:52,000 --> 00:05:55,200 the UVs for the head and body are located on different UV tiles. 95 00:05:55,533 --> 00:05:56,233 This is great, 96 00:05:56,233 --> 00:06:00,700 since we can actually use a UDIM workflow for texturing across different UV tiles. 97 00:06:02,433 --> 00:06:05,466 If you don't already know, UDIM stands for Universal Dimension, 98 00:06:06,300 --> 00:06:09,933 and is a way of splitting up the UVs of an object into multiple textures. 99 00:06:11,100 --> 00:06:13,866 This is used to achieve very high texture resolutions 100 00:06:13,866 --> 00:06:17,366 without the cost of loading huge 8K or 16K files. 101 00:06:19,466 --> 00:06:21,433 The UDIM tiles have a numbering convention, 102 00:06:21,433 --> 00:06:25,733 starting with 1001, 1002 etc. 103 00:06:25,733 --> 00:06:30,000 for the first row, and 1011, 1012, etc. 104 00:06:30,000 --> 00:06:31,633 on the second row. 105 00:06:32,366 --> 00:06:32,966 Great. 106 00:06:32,966 --> 00:06:35,633 Now we have almost everything we need to begin texturing. 107 00:06:36,733 --> 00:06:38,800 To use the UDIM workflow in Substance Painter, 108 00:06:38,800 --> 00:06:43,000 we need one single material for the whole body and appropriate texture file names. 109 00:06:44,600 --> 00:06:47,833 So let's join the head and body of our low poly model with Control-J, 110 00:06:48,866 --> 00:06:51,266 and delete the head material. 111 00:06:51,600 --> 00:06:54,400 Now we can export our low poly mesh and the high poly mesh. 112 00:07:02,033 --> 00:07:04,066 Then let's rename the textures. 113 00:07:04,066 --> 00:07:06,200 The UDIM textures need to have the same name 114 00:07:06,366 --> 00:07:08,933 except for the UDIM tile number at the end. 115 00:07:10,266 --> 00:07:13,633 So we have the head UVs located on the 1001 tile 116 00:07:14,466 --> 00:07:16,766 and the body on the 1002 tile. 117 00:07:18,033 --> 00:07:20,666 Let's rename the base color and normal map accordingly. 118 00:07:22,200 --> 00:07:24,000 Now open up Substance Painter. 119 00:07:24,000 --> 00:07:25,066 Create a new project, 120 00:07:25,066 --> 00:07:28,966 select your mesh, set the document resolution and activate 121 00:07:28,966 --> 00:07:30,833 the UDIM workflow. 122 00:07:32,600 --> 00:07:35,000 Then let us bring our textures in. 123 00:07:35,000 --> 00:07:39,933 Select only the 1001 files and drop them in. 124 00:07:39,933 --> 00:07:43,766 Substance Painter will then automatically search for UDIMs with consecutive numbers 125 00:07:43,766 --> 00:07:46,100 and import them as well. 126 00:07:47,200 --> 00:07:51,066 You see here the number 2 displayed over the textures, which shows that 127 00:07:51,066 --> 00:07:55,433 the texture set uses two UDIM tiles. One for the head and one for the body. 128 00:07:56,766 --> 00:07:58,966 Let's check the UV layout, which looks good, 129 00:07:59,466 --> 00:08:02,266 and let's make sure we have only one material with our 130 00:08:02,266 --> 00:08:05,266 two UV tiles by clicking on the texture set list. 131 00:08:06,533 --> 00:08:08,366 Everything looks good. 132 00:08:08,766 --> 00:08:11,666 To get a base texture layer, create a new fill layer, 133 00:08:12,066 --> 00:08:15,033 deselect every other channel except for the base color and normal 134 00:08:15,566 --> 00:08:19,333 and drop the textures into the slots here. 135 00:08:19,733 --> 00:08:20,633 Finally, 136 00:08:20,633 --> 00:08:23,833 we need to bake our hand sculpted details onto the normal map. 137 00:08:24,700 --> 00:08:27,700 Substance Painter will also generate a couple of other textures 138 00:08:27,700 --> 00:08:30,000 that will be used in the texturing process, 139 00:08:30,000 --> 00:08:32,300 like the curvature and the ambient occlusion maps. 140 00:08:32,966 --> 00:08:35,033 Since we would like to stay consistent with the way 141 00:08:35,033 --> 00:08:38,233 the metahuman textures are set up, we will bake in 8K. 142 00:08:46,600 --> 00:08:49,066 And Boom, we are done! 143 00:08:49,066 --> 00:08:53,066 Everything is set up and it's time to give our character our custom look 144 00:08:55,200 --> 00:08:55,866 Again, 145 00:08:55,900 --> 00:08:58,833 feel free to pause the course here and explore on your own. 146 00:08:59,866 --> 00:09:02,366 The next chapter is optional, but I will show you how 147 00:09:02,366 --> 00:09:05,033 I textured my Hero in chapter 3.2, 148 00:09:05,666 --> 00:09:09,166 before going into how to use our custom textures in Unreal Engine. 13304

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