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Let's bring our new textures
into Unreal Engine now.
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I will export two texture sets.
We have seen in the previous chapter,
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that the metahuman characters
mainly rely on high resolution normal maps
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while using lower resolution
base color maps
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for better performance.
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So I'm exporting
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my textures in 8K as well as in 4K,
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and we will then import the 8K normal maps
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and 4K base color maps into Unreal Engine.
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Before importing, let's rename the files
that we actually need.
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You don't have to rename them,
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it's just a way to keep things organized,
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and helps me to locate the correct files later.
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From the set of 4K textures,
I need the face and body base color
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and from the 8K texture set
I renamed the face and body normal maps.
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In Unreal Engine,
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create a new folder for the new textures
and then just drop them into our Unreal Engine project.
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Next,
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let's duplicate our body and face
material instances,
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just to keep the original
in case we ever want to restore
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the default materials.
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Right..
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Let's begin with the body.
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Open up the body material and assign the
new textures to their respective slots.
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There's nothing else
we need to consider for the body,
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so this is done.
For the head however,
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there is the issue of the
additional color maps and wrinkle maps.
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Let's begin with the normal map.
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If I assign our new normal map to the main
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normal map slot
and leave the original wrinkle maps,
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we might run into problems
when animating the face.
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Let's have a look at the ARKit
mapping animation for the face.
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You see,
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whenever the wrinkle maps are coming into play,
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they replace my normal map.
The scars disappear.
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A simple solution would be to plug
the main normal map into all wrinkle map slots.
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But this way we lose the beautiful wrinkles.
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So let's undo this.
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Now let's look at the color map.
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If I plug the new base
color texture into the main slot,
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and look at the animation again,
we run into a similar issue.
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The main base color is overwritten
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by the additional color maps.
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In this case, the quality loss might be neglectable,
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so we actually could just use
one single based color map
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for all our four slots.
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But I will show you how you can quickly
create new color and wrinkle maps
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with all the details
that we have created in Substance Painter.
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Right. Let's export those six texture maps
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and then open our Substance project again,
and drop the textures into the project.
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and then open our Substance project again,
and drop the textures into the project.
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These textures
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don't have a corresponding UDIM tile for the body,
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so if we just drop the color
map into the base color slots
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of our Base_Textures layer,
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Substance will assign it
to both UDIM tiles.
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We obviously don't want that.
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There is a very simple workaround
for this, though.
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We just need to duplicate the Base_Textures layer
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and then separate head and body
by using the UDIM mask feature.
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If you click on the layer mask here,
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you can select which UDIM tile
should be used with this layer.
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So let's deactivate the face tile
for the first Base_Textures layer.
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And for the second layer
we deactivate the body tile
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This way we have actually separated body
and head and can now apply our textures.
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Drop the first base color and wrinkle map textures
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into the slots of the head
layer and export the textures.
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As before, I will export 4K
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as well as 8K textures.
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Then repeat the process again
for the second and third color
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and wrinkle maps.
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And finally rename
the textures that we need,
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which is the 8K normal map (1001)
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and the 4K base color map (1001).
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Drop those six newly created textures
into the project
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and assign them to the slots in the head
material instance.
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Boom! We are done.
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So let's take stock
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of what we have achieved so far.
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We have created a base
metahuman character.
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We then have modified the mesh of the head
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and body without breaking the control
rigs and blend shapes.
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We have created a high poly
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detailed sculpt and baked those details
into the normal map,
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and we have painted new textures
which work
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with all the wrinkle maps of the face.
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The last modification
that remains to be done,
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before we begin adding things
like clothes to the character, is the hair.
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So in the next chapter, we will create a
new groom asset for our Hero.
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