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These are the user uploaded subtitles that are being translated: 1 00:00:00,800 --> 00:00:02,966 Alright, let's make a retopologized mesh 2 00:00:02,966 --> 00:00:05,133 in Marvelous Designer. 3 00:00:05,133 --> 00:00:08,400 I will show you two options to create a low poly mesh in Marvelous. 4 00:00:09,066 --> 00:00:11,333 The first is an automated remesh operation. 5 00:00:11,966 --> 00:00:14,800 And the second is manual retopology. 6 00:00:14,800 --> 00:00:17,866 Although "manual" always sounds like the more inconvenient option, 7 00:00:17,900 --> 00:00:20,833 you will see that it is actually a more efficient and clean approach. 8 00:00:21,966 --> 00:00:23,800 So here's our high poly mesh, 9 00:00:23,800 --> 00:00:27,300 and we need to create a low poly clean topology on top of that mesh. 10 00:00:28,566 --> 00:00:31,500 Let's open up our Marvelous project. 11 00:00:31,500 --> 00:00:33,033 Before doing anything to our clothes, 12 00:00:33,033 --> 00:00:35,200 I want to make another version of the project file, 13 00:00:35,666 --> 00:00:37,666 so I don't lose the original mesh in the process. 14 00:00:39,133 --> 00:00:41,533 We can now select all patterns and remesh them. 15 00:00:42,466 --> 00:00:45,933 This will change the triangulated mesh into a quadrengulated one. 16 00:00:47,033 --> 00:00:49,800 The resolution of the new mesh or the number of polygons 17 00:00:49,800 --> 00:00:53,333 will depend on the particle distance that we used for the cloth simulation. 18 00:00:54,600 --> 00:00:57,733 Since we want to actually reduce the poly count and not just convert 19 00:00:57,733 --> 00:01:01,366 triangles into quads, let's set the particle distance to 10. 20 00:01:03,033 --> 00:01:06,300 Now we can click on "Remesh" at the bottom of the Properties panel, 21 00:01:07,333 --> 00:01:10,033 and boom! We have a nice looking mesh with quads. 22 00:01:11,500 --> 00:01:14,633 Let's export it and have a closer look at the topology in Blender. 23 00:01:15,700 --> 00:01:17,966 At a first glance, the mesh looks quite okay, 24 00:01:18,133 --> 00:01:19,466 but if you look closely, 25 00:01:19,466 --> 00:01:22,300 especially at the seams, the topology is not really clean. 26 00:01:22,800 --> 00:01:25,166 And this can create problems. 27 00:01:25,166 --> 00:01:29,300 For example, you can't select edge loops because the edge flow is broken at the seams. 28 00:01:30,466 --> 00:01:32,566 And if you apply a solidify modifier, 29 00:01:32,600 --> 00:01:35,900 there will be some ugly artifacts. 30 00:01:41,533 --> 00:01:43,233 But you could take this as a starting point 31 00:01:43,233 --> 00:01:44,966 and then begin to clean it up in Blender, 32 00:01:44,966 --> 00:01:47,366 by deleting edges, merging vertices, and so on. 33 00:01:48,700 --> 00:01:52,600 There is also a function in Marvelous Designer called "Remeshing to Retopology", 34 00:01:53,266 --> 00:01:57,233 which will create a retopologized version of the new quadrangulated mesh. 35 00:01:58,466 --> 00:02:02,066 Now you can also do the cleanup here before exporting the mesh to Blender. 36 00:02:07,266 --> 00:02:08,400 But in my experience, 37 00:02:08,400 --> 00:02:12,000 cleaning up such a mesh takes more time than doing it right from the beginning. 38 00:02:13,166 --> 00:02:15,933 So although remeshing can be useful in some cases, 39 00:02:15,933 --> 00:02:17,666 it is a rather inefficient solution, 40 00:02:18,000 --> 00:02:23,633 if you want to create clean topology. A better and faster way is to use the retopology tool. 41 00:02:26,000 --> 00:02:29,066 If you click on the retopology icon in the 2D pattern window, 42 00:02:29,200 --> 00:02:33,233 you get three options: "Edit Topology", which is the tool to move or delete 43 00:02:33,233 --> 00:02:36,133 vertices and edges after you've created a new topology. 44 00:02:36,633 --> 00:02:39,100 Then we have "Create Topology" and "Patch Topology". 45 00:02:39,633 --> 00:02:43,200 With "Create" you can manually place vertices and create faces one by one. 46 00:02:45,833 --> 00:02:48,833 With "Patch" you can quickly make whole patches of topology. 47 00:02:49,766 --> 00:02:50,766 Let's do this. 48 00:02:50,766 --> 00:02:54,966 For each edge, you can select the number of subdivisions before clicking, 49 00:02:55,866 --> 00:03:00,133 but you can also change the number of subdivisions for each edge afterwards. 50 00:03:00,133 --> 00:03:03,600 Ctrl-click on the edge and change the subdivisions to your liking. 51 00:03:04,933 --> 00:03:08,233 Then click "Create" to convert the patch to topology 52 00:03:10,566 --> 00:03:12,733 The marvelous thing in Marvelous Designer 53 00:03:12,733 --> 00:03:17,066 is that it automatically gives you indications on the optimal placement of vertices 54 00:03:17,533 --> 00:03:19,633 on all parts that are sewn together. 55 00:03:20,900 --> 00:03:24,100 For example, the pants are made up of four pieces, right? 56 00:03:25,333 --> 00:03:28,200 If the front and back piece have the same number of vertices 57 00:03:28,200 --> 00:03:31,566 along the sewing line, we get clean edge loops around the leg. 58 00:03:32,533 --> 00:03:35,700 If the number of vertices is different, we will get bad topology. 59 00:03:36,966 --> 00:03:40,733 So we would have to count the number of border vertices on each cloth piece 60 00:03:41,233 --> 00:03:44,233 and create appropriate counterparts on the neighboring pieces. 61 00:03:45,933 --> 00:03:51,200 Marvelous already does the job for you and creates so-called ghost points on the opposite sewing lines. 62 00:03:52,233 --> 00:03:54,333 This is tremendously helpful. 63 00:03:54,333 --> 00:03:56,166 All we need to do now is to make sure 64 00:03:56,166 --> 00:04:00,000 that we follow those indicators when creating topology on the next pieces. 65 00:04:01,766 --> 00:04:04,400 For cloth patterns with a lot of curves and corners, 66 00:04:04,433 --> 00:04:06,666 we can go step by step. 67 00:04:06,666 --> 00:04:11,733 The patch topology tool only works if the patch section is triangular or rectangular. 68 00:04:12,233 --> 00:04:15,266 So we can't create patches with five or more angles. 69 00:04:17,133 --> 00:04:18,933 For cloth pieces that are linked, 70 00:04:18,933 --> 00:04:22,633 Marvelous will automatically create a mirrored topology on the counterpart. 71 00:04:24,433 --> 00:04:26,800 And make sure all vertices are touching the border, 72 00:04:26,966 --> 00:04:29,800 and pull them with the Edit Topology tool if necessary. 73 00:04:30,600 --> 00:04:33,866 Otherwise there will be missing ghost points, which might mislead you, 74 00:04:33,866 --> 00:04:37,600 when you work on the neighboring patterns. 75 00:04:38,100 --> 00:04:40,500 Pro-Tip: Use rather large polygons 76 00:04:40,500 --> 00:04:44,833 when working on retopology and increase the subdivisions later when you are done. 77 00:04:45,866 --> 00:04:49,700 This will accelerate the process and help you avoid mistakes like miscalculating 78 00:04:49,700 --> 00:04:53,433 the number of border vertices. When you have finished all patterns, 79 00:04:53,433 --> 00:04:57,600 right-click and select "Add All Division" which will subdivide the mesh. 80 00:04:59,366 --> 00:05:02,266 By the way, what we have here is just a virtual topology, 81 00:05:02,300 --> 00:05:04,800 which you can only see in the retopology mode. 82 00:05:05,566 --> 00:05:10,166 To actually create a new mesh, right-click in the window and choose "Remesh All". 83 00:05:11,433 --> 00:05:13,200 Then move the new patterns to the side, 84 00:05:13,200 --> 00:05:16,500 so we can select them for export. 85 00:05:22,800 --> 00:05:26,533 Now we can import the OBJ in Blender and merge the clothes at the seams. 86 00:05:27,566 --> 00:05:30,733 I'll use the "Select non-manifold" and "Merge by distance" approach. 87 00:05:30,800 --> 00:05:33,633 You can increase the merge distance to get more vertices to merge, 88 00:05:34,000 --> 00:05:35,833 but be careful and check your mesh. 89 00:05:35,833 --> 00:05:38,533 If you set the merge distance to high, it might merge vertices, 90 00:05:38,533 --> 00:05:40,766 that are not supposed to be merged. 91 00:05:42,233 --> 00:05:45,733 Now we can add a solidify and subdivision modifier to get some thickness. 92 00:05:47,166 --> 00:05:49,333 With our new clean quad-based topology, 93 00:05:49,366 --> 00:05:52,900 the modifiers work like a charm. 94 00:05:53,300 --> 00:05:55,633 If you have clipping issues, move the mesh in edit mode, 95 00:05:55,633 --> 00:05:59,466 or use the inflate brush in sculpt mode. 96 00:06:02,300 --> 00:06:05,500 Let's fix the arm wraps, for example, and then separate the cape 97 00:06:05,500 --> 00:06:09,700 from the clothes mesh and inflate those areas slightly to avoid the clipping. 98 00:06:22,933 --> 00:06:24,833 Let's quickly compare the two objects. 99 00:06:24,833 --> 00:06:28,600 On the left is the model with the automatic remeshing, and on the right 100 00:06:28,700 --> 00:06:30,633 our retopologized mesh. 101 00:06:30,633 --> 00:06:35,000 We have only about 5000 faces for the whole outfit without the modifiers, 102 00:06:35,633 --> 00:06:38,500 and the remeshed model has about 33,000 faces. 103 00:06:39,833 --> 00:06:41,333 What I am not yet happy with 104 00:06:41,333 --> 00:06:44,900 is that we lost the more prominent folds in the lower part of the pants. 105 00:06:47,233 --> 00:06:49,533 Yes, we will bake the folds from the high poly model 106 00:06:49,533 --> 00:06:52,333 into the normal map, but I want them to also be 107 00:06:52,333 --> 00:06:54,866 physically visible in the silhouette of the character. 108 00:06:55,466 --> 00:06:57,133 When you look at the mesh closer, 109 00:06:57,133 --> 00:06:59,666 you will see that the folds are not real, so to speak. 110 00:07:01,100 --> 00:07:03,366 To increase the number of faces is quite easy. 111 00:07:03,733 --> 00:07:05,100 In Marvelous Designer, 112 00:07:05,133 --> 00:07:07,300 let's go back to the retopology tool. 113 00:07:07,300 --> 00:07:10,866 Here, you can right-click on any piece and select "Add Division", 114 00:07:11,466 --> 00:07:14,200 which will divide every face into four. 115 00:07:14,200 --> 00:07:17,433 Just make sure that you do that for all pieces that are sewn together. 116 00:07:19,400 --> 00:07:21,833 Let's create a new mesh from that topology again, 117 00:07:22,066 --> 00:07:26,033 bring it into Blender and merge the seams. 118 00:07:29,600 --> 00:07:31,500 This looks a lot better now 119 00:07:31,500 --> 00:07:34,333 and we don't have a significant increase in poly count either. 120 00:07:35,166 --> 00:07:38,033 So this is something you will have to test on your own clothes. 121 00:07:38,466 --> 00:07:42,800 It's a decision on how high you are willing to go on the poly count, vs. 122 00:07:42,800 --> 00:07:45,633 how well the new low poly mesh fits the high poly one. 123 00:07:47,700 --> 00:07:50,166 I'm quite happy with this version of the low poly model. 124 00:07:50,833 --> 00:07:52,933 Let's rename it and move it into a new collection. 125 00:07:54,766 --> 00:07:57,966 Then I'll duplicate all the props and accessories that we modeled as well 126 00:07:58,400 --> 00:08:00,700 and move them into this collection. 127 00:08:00,700 --> 00:08:02,266 At this point, I just want to check 128 00:08:02,266 --> 00:08:05,166 if we need to create low poly versions of any of the items. 129 00:08:08,233 --> 00:08:11,833 For things like the medallion, bracelet or other minor details, 130 00:08:12,366 --> 00:08:16,133 I will just use the Decimate modifier and not bother to do any retopo. 131 00:08:16,766 --> 00:08:18,866 This will do just fine. 132 00:08:20,366 --> 00:08:22,533 The helmet has a quite dense topology. 133 00:08:23,600 --> 00:08:27,266 However, this item will be a static mesh in Unreal Engine and we can use 134 00:08:27,266 --> 00:08:29,066 Nanite for static meshes. 135 00:08:29,066 --> 00:08:31,600 So no need to create a low poly version either. 136 00:08:37,900 --> 00:08:41,733 All in all, the complete outfit has about 140K faces 137 00:08:42,466 --> 00:08:47,900 or 270K tris, which is totally within the acceptable range for a mid-poly clothes asset 138 00:08:47,900 --> 00:08:50,300 for our MetaHuman. 139 00:08:51,933 --> 00:08:54,166 So this is basically it. 140 00:08:54,166 --> 00:08:56,933 One final issue worth mentioning is the UVs. 141 00:08:57,266 --> 00:08:59,933 We have created a UV layout for the clothes before. 142 00:09:01,200 --> 00:09:05,366 However, after retopology, the new mesh is back to the original 2D layout, 143 00:09:05,900 --> 00:09:09,200 and we will need to arrange the cloth items into the UDIM tiles again. 144 00:09:10,666 --> 00:09:14,033 You could do that in Marvelous before exporting the low-poly mesh to Blender. 145 00:09:14,666 --> 00:09:15,933 But since we have already done 146 00:09:15,933 --> 00:09:20,233 a lot of cleanup work and we'll have to UV unwrap the modeled pieces anyway, 147 00:09:21,000 --> 00:09:23,100 we can just also do that directly in Blender. 148 00:09:23,366 --> 00:09:26,233 But this is a topic for a bit later. 149 00:09:26,233 --> 00:09:29,300 Next, I would like to show you how to do retopology in Blender, 150 00:09:29,566 --> 00:09:33,166 in case you don't use Marvelous to create your clothes items at all. 14102

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