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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,800 --> 00:00:03,233 Let's bring our new textures into Unreal Engine now. 2 00:00:04,766 --> 00:00:08,933 I will export two texture sets. We have seen in the previous chapter, 3 00:00:08,933 --> 00:00:13,800 that the metahuman characters mainly rely on high resolution normal maps 4 00:00:14,433 --> 00:00:17,066 while using lower resolution base color maps 5 00:00:17,066 --> 00:00:19,333 for better performance. 6 00:00:20,233 --> 00:00:21,733 So I'm exporting 7 00:00:21,733 --> 00:00:24,733 my textures in 8K as well as in 4K, 8 00:00:25,400 --> 00:00:29,166 and we will then import the 8K normal maps 9 00:00:29,166 --> 00:00:32,766 and 4K base color maps into Unreal Engine. 10 00:00:39,733 --> 00:00:42,533 Before importing, let's rename the files that we actually need. 11 00:00:43,100 --> 00:00:44,333 You don't have to rename them, 12 00:00:44,333 --> 00:00:46,366 it's just a way to keep things organized, 13 00:00:46,366 --> 00:00:48,566 and helps me to locate the correct files later. 14 00:00:49,700 --> 00:00:53,033 From the set of 4K textures, I need the face and body base color 15 00:00:53,166 --> 00:00:56,833 and from the 8K texture set I renamed the face and body normal maps. 16 00:00:59,066 --> 00:01:00,233 In Unreal Engine, 17 00:01:00,233 --> 00:01:04,466 create a new folder for the new textures and then just drop them into our Unreal Engine project. 18 00:01:07,833 --> 00:01:08,666 Next, 19 00:01:08,666 --> 00:01:11,700 let's duplicate our body and face material instances, 20 00:01:12,500 --> 00:01:15,266 just to keep the original in case we ever want to restore 21 00:01:15,266 --> 00:01:17,833 the default materials. 22 00:01:18,533 --> 00:01:19,366 Right.. 23 00:01:19,800 --> 00:01:22,033 Let's begin with the body. 24 00:01:22,066 --> 00:01:26,400 Open up the body material and assign the new textures to their respective slots. 25 00:01:27,233 --> 00:01:29,566 There's nothing else we need to consider for the body, 26 00:01:30,100 --> 00:01:33,033 so this is done. For the head however, 27 00:01:33,066 --> 00:01:37,166 there is the issue of the additional color maps and wrinkle maps. 28 00:01:39,000 --> 00:01:41,033 Let's begin with the normal map. 29 00:01:41,033 --> 00:01:44,166 If I assign our new normal map to the main 30 00:01:44,166 --> 00:01:46,966 normal map slot and leave the original wrinkle maps, 31 00:01:48,000 --> 00:01:50,533 we might run into problems when animating the face. 32 00:01:51,066 --> 00:01:54,200 Let's have a look at the ARKit mapping animation for the face. 33 00:01:56,200 --> 00:01:56,800 You see, 34 00:01:56,800 --> 00:01:59,100 whenever the wrinkle maps are coming into play, 35 00:01:59,800 --> 00:02:03,266 they replace my normal map. The scars disappear. 36 00:02:05,333 --> 00:02:09,333 A simple solution would be to plug the main normal map into all wrinkle map slots. 37 00:02:11,366 --> 00:02:13,500 But this way we lose the beautiful wrinkles. 38 00:02:14,700 --> 00:02:17,000 So let's undo this. 39 00:02:18,033 --> 00:02:20,533 Now let's look at the color map. 40 00:02:20,533 --> 00:02:23,700 If I plug the new base color texture into the main slot, 41 00:02:23,700 --> 00:02:27,833 and look at the animation again, we run into a similar issue. 42 00:02:28,866 --> 00:02:30,933 The main base color is overwritten 43 00:02:31,100 --> 00:02:34,166 by the additional color maps. 44 00:02:34,266 --> 00:02:36,733 In this case, the quality loss might be neglectable, 45 00:02:36,866 --> 00:02:39,800 so we actually could just use one single based color map 46 00:02:39,800 --> 00:02:42,966 for all our four slots. 47 00:02:42,966 --> 00:02:46,500 But I will show you how you can quickly create new color and wrinkle maps 48 00:02:47,100 --> 00:02:50,066 with all the details that we have created in Substance Painter. 49 00:02:50,800 --> 00:02:53,600 Right. Let's export those six texture maps 50 00:02:57,333 --> 00:02:58,700 and then open our Substance project again, and drop the textures into the project. 51 00:02:58,700 --> 00:03:01,466 and then open our Substance project again, and drop the textures into the project. 52 00:03:03,866 --> 00:03:04,566 These textures 53 00:03:04,566 --> 00:03:07,066 don't have a corresponding UDIM tile for the body, 54 00:03:07,700 --> 00:03:10,666 so if we just drop the color map into the base color slots 55 00:03:10,666 --> 00:03:13,166 of our Base_Textures layer, 56 00:03:14,400 --> 00:03:17,000 Substance will assign it to both UDIM tiles. 57 00:03:17,566 --> 00:03:20,666 We obviously don't want that. 58 00:03:21,166 --> 00:03:23,466 There is a very simple workaround for this, though. 59 00:03:24,600 --> 00:03:27,366 We just need to duplicate the Base_Textures layer 60 00:03:28,400 --> 00:03:31,766 and then separate head and body by using the UDIM mask feature. 61 00:03:32,933 --> 00:03:34,833 If you click on the layer mask here, 62 00:03:34,833 --> 00:03:38,100 you can select which UDIM tile should be used with this layer. 63 00:03:39,033 --> 00:03:42,933 So let's deactivate the face tile for the first Base_Textures layer. 64 00:03:43,966 --> 00:03:46,666 And for the second layer we deactivate the body tile 65 00:03:48,600 --> 00:03:53,333 This way we have actually separated body and head and can now apply our textures. 66 00:03:54,433 --> 00:03:56,933 Drop the first base color and wrinkle map textures 67 00:03:56,933 --> 00:04:00,466 into the slots of the head layer and export the textures. 68 00:04:01,700 --> 00:04:03,600 As before, I will export 4K 69 00:04:03,600 --> 00:04:07,033 as well as 8K textures. 70 00:04:19,633 --> 00:04:22,600 Then repeat the process again for the second and third color 71 00:04:22,600 --> 00:04:24,233 and wrinkle maps. 72 00:04:32,133 --> 00:04:34,366 And finally rename the textures that we need, 73 00:04:34,366 --> 00:04:37,833 which is the 8K normal map (1001) 74 00:04:38,533 --> 00:04:41,533 and the 4K base color map (1001). 75 00:04:51,466 --> 00:04:54,633 Drop those six newly created textures into the project 76 00:04:54,833 --> 00:04:57,666 and assign them to the slots in the head material instance. 77 00:05:12,433 --> 00:05:15,366 Boom! We are done. 78 00:05:19,100 --> 00:05:20,066 So let's take stock 79 00:05:20,066 --> 00:05:23,866 of what we have achieved so far. 80 00:05:23,900 --> 00:05:26,166 We have created a base metahuman character. 81 00:05:27,266 --> 00:05:29,500 We then have modified the mesh of the head 82 00:05:29,500 --> 00:05:32,733 and body without breaking the control rigs and blend shapes. 83 00:05:33,933 --> 00:05:35,666 We have created a high poly 84 00:05:35,666 --> 00:05:38,933 detailed sculpt and baked those details into the normal map, 85 00:05:40,200 --> 00:05:42,800 and we have painted new textures which work 86 00:05:42,800 --> 00:05:46,633 with all the wrinkle maps of the face. 87 00:05:47,000 --> 00:05:49,333 The last modification that remains to be done, 88 00:05:49,333 --> 00:05:53,266 before we begin adding things like clothes to the character, is the hair. 89 00:05:53,666 --> 00:05:58,166 So in the next chapter, we will create a new groom asset for our Hero. 7622

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