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These are the user uploaded subtitles that are being translated: 1 00:00:01,500 --> 00:00:05,033 I have shown you how to deal with the base color and normal maps of the metahuman. 2 00:00:05,866 --> 00:00:08,166 However, sometimes it is also necessary 3 00:00:08,166 --> 00:00:11,466 to change the roughness, metallic and emission textures as well. 4 00:00:12,200 --> 00:00:15,200 For example, for some cyberpunk or scifi characters. 5 00:00:15,833 --> 00:00:18,633 So here is how to do that. 6 00:00:18,900 --> 00:00:21,866 To demonstrate this, I imported my metahuman base mesh 7 00:00:21,866 --> 00:00:24,900 to Substance Painter, and I will do some rough 8 00:00:24,900 --> 00:00:28,100 freestyle design with some metal elements and some emission parts. 9 00:00:28,133 --> 00:00:30,766 Just bear with me for a minute. 10 00:00:46,566 --> 00:00:47,133 All right. 11 00:00:47,133 --> 00:00:50,300 I'm finished in Substance Painter and want to export my textures now. 12 00:00:51,500 --> 00:00:54,866 Before we do that, let's make sure that for our roughness map 13 00:00:55,166 --> 00:00:58,766 everything that is part of the original body is set to 1, 14 00:00:58,766 --> 00:01:00,366 which means zero glossiness. 15 00:01:02,066 --> 00:01:04,900 This is important because we want to use our roughness map as a mask. 16 00:01:05,100 --> 00:01:09,566 So if the body receives any value less than one from the new roughness map, 17 00:01:10,133 --> 00:01:12,566 it will become more glossy than it's supposed to be. 18 00:01:14,466 --> 00:01:17,100 Now, let's export our textures. 19 00:01:17,100 --> 00:01:19,166 We can use the Unreal Engine template, 20 00:01:19,166 --> 00:01:23,000 which will pack the occlusion, roughness and metal map into one texture. 21 00:01:23,733 --> 00:01:26,366 This is called the ORM textures, where the ORM 22 00:01:26,366 --> 00:01:28,900 corresponds to the RGB channels of the texture map. 23 00:01:29,466 --> 00:01:32,233 That means the red channel stores the occlusion data, 24 00:01:32,933 --> 00:01:36,466 the green channel the roughness map, and the blue channel the metallic map. 25 00:01:38,000 --> 00:01:41,633 I then renamed the textures for head and body and imported them into Unreal Engine. 26 00:01:41,866 --> 00:01:45,866 For each, we have four maps: The base color, emission, normal 27 00:01:46,166 --> 00:01:47,333 and the ORM Texture Map. 28 00:01:48,600 --> 00:01:49,533 Let's first assign the 29 00:01:49,533 --> 00:01:52,800 color and normal maps in the material instances of head and body. 30 00:01:53,066 --> 00:01:55,500 You already know how to do that. 31 00:01:55,500 --> 00:01:57,800 Now for the rest, we need to change the master materials. 32 00:02:02,066 --> 00:02:03,000 The master material 33 00:02:03,000 --> 00:02:05,366 for the head is called M_Head_Baked. 34 00:02:06,233 --> 00:02:09,033 Let's make a duplicate before we make substantial changes 35 00:02:09,033 --> 00:02:10,666 to the master material. 36 00:02:10,666 --> 00:02:13,233 I'll call it M_Head_ORM. 37 00:02:13,233 --> 00:02:14,566 Open it up. 38 00:02:15,733 --> 00:02:19,400 First, let's create a texture parameter for our roughness and metallic maps. 39 00:02:20,166 --> 00:02:23,500 We will want to control the roughness intensity in the material instance. 40 00:02:24,233 --> 00:02:27,833 So we will multiply the green channel, which is our roughness map, 41 00:02:28,233 --> 00:02:30,666 with a constant parameter. 42 00:02:30,666 --> 00:02:33,833 Now we can lerp our new roughness map with the original Metahuman roughness input. 43 00:02:33,833 --> 00:02:35,400 Now we can lerp our new roughness map with the original Metahuman roughness input. 44 00:02:35,966 --> 00:02:40,600 Finally, we need a mask to separate the body textures from our new roughness input. 45 00:02:41,866 --> 00:02:45,033 For this, we use the green channel again, but we have to invert it, 46 00:02:45,300 --> 00:02:48,533 since the mask has to be white in the areas that will receive 47 00:02:48,533 --> 00:02:49,700 new roughness information. 48 00:02:52,133 --> 00:02:52,933 Metallic is more straightforward, 49 00:02:52,933 --> 00:02:55,633 as it is either one or zero. 50 00:02:56,233 --> 00:02:59,366 We can just lerp the blue channel with the original metallic input, 51 00:02:59,500 --> 00:03:01,533 and use the blue channel as the mask. 52 00:03:02,633 --> 00:03:04,800 Now to the emission map. 53 00:03:04,800 --> 00:03:07,033 Duplicate the texture parameter and call it "Emissive" 54 00:03:07,033 --> 00:03:10,333 For the emission, we would like to control 55 00:03:10,333 --> 00:03:12,533 the emission color and intensity. 56 00:03:12,700 --> 00:03:17,566 So we multiply it first with a constant3vector and set it to white, 57 00:03:18,266 --> 00:03:21,566 and then multiply it by a constant for the emission intensity. 58 00:03:22,766 --> 00:03:25,633 Plug it into the emission input of the material, apply, and save. 59 00:03:31,133 --> 00:03:32,033 We can now copy 60 00:03:32,033 --> 00:03:36,000 all the nodes that we added, duplicate the body master material, 61 00:03:36,000 --> 00:03:39,133 and open it up, and paste the nodes into the body material. 62 00:03:40,766 --> 00:03:44,066 Connect the original roughness and metallic inputs into the lerp nodes, 63 00:03:44,533 --> 00:03:45,400 and plug them all in 64 00:03:47,233 --> 00:03:48,266 Oh, and don't forget 65 00:03:48,266 --> 00:03:52,400 to assign the new master materials we created instead of the original ones. 66 00:03:54,333 --> 00:03:56,500 We now have all the necessary parameters 67 00:03:56,500 --> 00:03:59,166 exposed in the material instances of head and body. 68 00:04:00,466 --> 00:04:04,733 Assign the emission and ORM maps, change the values for emission intensity 69 00:04:04,733 --> 00:04:08,366 and roughness intensity to your liking and you are good to go. 70 00:04:17,266 --> 00:04:18,466 That's it. 71 00:04:19,433 --> 00:04:20,666 We now have a Cyborg! :-) 6303

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