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Granvalenti
Italy
เข้าร่วมเมื่อ 29 ก.ค. 2020
Female Head Speedsculpt in Blender | Daily Practice (3x Timelapse)
1-hour speedsculpt of a female head in Blender, condensed into a 3x timelapse. This is part of my daily sculpting practice to improve my skills and understanding of facial anatomy.
It's a simple study focused on proportions and structure-far from perfect, but every practice session is a step forward!
If you'd like to explore the Blender file, you can download it for free here: 1427164947674.gumroad.com/l/fsgeu.
Blender version 4.3
It's a simple study focused on proportions and structure-far from perfect, but every practice session is a step forward!
If you'd like to explore the Blender file, you can download it for free here: 1427164947674.gumroad.com/l/fsgeu.
Blender version 4.3
มุมมอง: 259
วีดีโอ
Learning to Sculpt: Female Head Timelapse in Blender (1 Hour in 5 Minutes)
มุมมอง 57721 วันที่ผ่านมา
I'm practicing my sculpting skills in Blender! Here's a timelapse of a one-hour session creating a female head, condensed into just 5 minutes. It's part of my journey to improve in digital sculpting and anatomy.
Creating a Female Face in Blender: Speed Sculpting in 5 Minutes!
มุมมอง 139หลายเดือนก่อน
I sculpt freely in Blender every day-it's like going to the gym. This new routine helps me maintain a good level of my knowledge of facial anatomy, keeping my skills sharp. In this video, you'll see how I create a female face starting from a sphere, sped up to just 5 minutes!
2.5 Minutes of Speed Sculpting in Blender
มุมมอง 415หลายเดือนก่อน
Just trying to improve a little each day. I’ve started dedicating an hour, morning or evening, to sculpting in Blender-sketching ideas and learning as I go. It’s a small step, but it’s a fun journey!
Metahuman Livelink Android
มุมมอง 3.9K2 ปีที่แล้ว
This is the best way to animate a metahuman from android. Thanks to justdark for the plugin. github.com/justdark/UE_Android_LiveLink I have slightly modified the android program mocap4face. to expose the head rotation values. the variables are HeadX HeadY HeadZ. you can check the curves from the debug livelink. For convenience, I uploaded my modified apk and the JSONLIVELINK already compiled fo...
Howto Import a sculpted head into Unreal and reuse a Metahumancontrolrig.
มุมมอง 6352 ปีที่แล้ว
This is my process that I use to import a sculpted head in Zbrush into Unreal engine and take advantage of the metahuman Controlrig. Hope it helps.
Character sci-fi
มุมมอง 1863 ปีที่แล้ว
CHaracter sci-fi rendered inside Unreal engine 5 WIP www.artstation.com/artwork/g2eeVK
Unreal Engine 5 test nanite 2
มุมมอง 3383 ปีที่แล้ว
small level created in half an hour to test the nanite assets inside quixel bridge.
Sculpting Metahuman head inside Maya
มุมมอง 5K3 ปีที่แล้ว
I'm sure Unreal will create a bridge for Zbrush in the near future. meanwhile, the best method to sculpt the head without losing the facial rig is to use the blendshape on Maya I hope it is useful.
u are a good artist
I am not able to open the plugin in unreal 5.03 could you please tell me how to do it or how to compile it? Thanks.
eh. no ,better make a mesh then import that and use it.. do not try to make his face using metahuman, it won't work (the shapes are too limited)
I can't import my custom metahuman to UE5. that is an Epic Disaster
Thank you for creating this video! I get some errors in the export process about bind poses in Maya that I think prevent the face control rig from working in unreal. Any idea what is causing this? Example snippet: The plug-in has found the following skin definition problems : Unable to find the bind pose for : / DHIbody:root / DHIbody:pelvis / DHIbody:spine_01 / DHIbody:spine_02 / DHIbody:spine_03. Use the DAG node current transform. Unable to find the bind pose for : / DHIbody:root / DHIbody:pelvis / DHIbody:spine_01 / DHIbody:spine_02. Use the DAG node current transform. Unable to find the bind pose for : / DHIbody:root / DHIbody:pelvis / DHIbody:spine_01. Use the DAG node current transform. Unable to find the bind pose for : / DHIbody:root / DHIbody:pelvis. Use the DAG node current transform. Unable to find the bind pose for : / DHIbody:root. Use the DAG node current transform. Unable to find the bind pose for : / DHIbody:root / DHIbody:pelvis / DHIbody:spine_01 / DHIbody:spine_02 / DHIbody:spine_ ... CIAL_L_EyelidUpperA / DHIhead:FACIAL_L_EyelidUpperA1 / DHIhead:FACIAL_L_EyelashesUpperA1. No bind poses in the hierarchy containing the object will be exported. Unable to find the bind pose for : / DHIbody:root / DHIbody:pelvis / DHIbody:spine_01 / DHIbody:spine_02 / DHIbody:spine_ ... CIAL_L_EyelidUpperA / DHIhead:FACIAL_L_EyelidUpperA2 / DHIhead:FACIAL_L_EyelashesUpperA2. No bind poses in the hierarchy containing the object will be exported.
Android APK is missing in the Google Drive?
other test : th-cam.com/video/bsV31gS7Zxo/w-d-xo.html
It's not really described
nice... Here is my test : th-cam.com/video/EwnXh2UmSI8/w-d-xo.html
Cool! Will it be an issue if I change eyes and mouth position, or does it only work for smaller modifications?
for small changes it's fine. clearly, the areas mentioned (eyes, mouth) are a little more delicate :) You can always reposition the joints but it becomes a tedious procedure.
@@granvalenti2207 Got it :) Thank you!
BUT.... How? where is the tutorial for transfering all metahuman propperties from UE4 to Maya?
can i move eyes with other settings
Is there a way to add custom rig
what song is this?
The Goldend - I
I wonder what will happen if you compile
What are the parameters of the video card?
Gtx1080 64GB ram
@@granvalenti2207 Hmm...It's just very strange such a low fps and friezes.
Hi~ Thanks for the tips! After edit the face, is there a way to match the values of Jnt Translation Outputs and Jnt Rotation Outputs of rl4Embedded_####_rl node to the edited face?
How do you export the mesh back into unreal. I have only exported animation curves from the Control rig before.
Select your mesh, blendshape meshes and all the face and body joints and then export selected with blendshapes and skin enabled in fbx settings. ( from what I remember - not able to test right now :P )
@@DrHippo This works for me only for LOD 0, and when I export all LOD's, they import in UE as one. Any ideas why?
I have a problem when I exported to unreal
See if my answer to Morten Lu helps :)
Hi! Thx for the tips! I have still 1 problem, when i save my maya file and reopen it, my blend shape controllers does nothing at all! Do you have an idea of why? Thx
What version of Maya do you use? with 2020 it works well
Man, please tell me what you think about sculpting a mesh in zbrush and adding a morph through this plugin like shown on video th-cam.com/video/M5aY_EdgA_Q/w-d-xo.html&ab_channel=YakiStudios
meta human thinggy look so lit