Hi, your work is amazing btw! Anyways I had a question, did you add skin detail like pores and microstructure after the mesh to metahuman work or was the detail there in the original body model? I know the veins weren't there and you added those but was there other levels of detail added?
@@zebius4157 hi! Thank you so much! Yes, we added some of the detailed like pores and microwrinkles to the metahuman. I extracted a displacement map from my mesh and transfered it to the Metahumans. In the next videos we will show that process
Methodical, succinct, precision-ed, and well tested... You share the depth and breadth of experience hard-earned. Be you a neophyte or other... I applaud those who "share" and "create valuable tools" in furthering the growth of an "army" of talented creatives. What more can a creative ask for? ... with the exception of unrelenting dedication! Huge Kudos to both you and Tomos.
*This was great as a refresher thank you!* If someone has any trouble: the layout for 5.2 has changed on a couple things: If you have trouble finding the FOV setting that is clicked at @2:30 it is now in the Camera Setup panel; Click the _(kind of...)_ Camera looking icon, top center of the A|B Viewport. Focus Selected is here too (or can just hit 'f' as normal) ... To orbit the light, it used to be Alt+R mouse drag, it is now: Hold 'L'-key +L Mouse Drag... and you no longer need to worry about the 'pivot facing forward' as in the 5.2 they have made the first frame equal the FRONT, just make sure it is framed nicely. The Trackers part next, is where I switched to the UE Course linked in the description. You step in at time 3:30, and from there it is just a few more steps!
The first time I put one through the Corneas we're popping through the Eyelids when it blinked., So in 3ds Max I selected all the elements for the eyes, And put them back and down a couple millimeters Put it back through and it worked great!
Awesome, thanks for sharing this process. Looking forward to the following videos. Did you find a way to transfer the original textures to the metahuman?
It was so great to work with you in this project Gaby! This video is amazing!
Your work is amazing! The pleasure is all mine!
Hi, your work is amazing btw! Anyways I had a question, did you add skin detail like pores and microstructure after the mesh to metahuman work or was the detail there in the original body model? I know the veins weren't there and you added those but was there other levels of detail added?
@@zebius4157 hi! Thank you so much! Yes, we added some of the detailed like pores and microwrinkles to the metahuman. I extracted a displacement map from my mesh and transfered it to the Metahumans. In the next videos we will show that process
Two of the best right here! Great work team, going back over this for an upcoming project!
@@animarch3D thank you so much man!🙏
This is so exciting! Thank you for sharing the process of your amazing work! I can't wait to see the rest. ❤
This is awesome
Methodical, succinct, precision-ed, and well tested... You share the depth and breadth of experience hard-earned. Be you a neophyte or other... I applaud those who "share" and "create valuable tools" in furthering the growth of an "army" of talented creatives. What more can a creative ask for? ... with the exception of unrelenting dedication! Huge Kudos to both you and Tomos.
Thanks, amazing work !
Thanks you! He looks so awesome!
Great video and easy to follow along. Great work!
Awesome tips as always 👍👍👍
Thank you for demystifying these mystic magic arts!
*This was great as a refresher thank you!* If someone has any trouble: the layout for 5.2 has changed on a couple things: If you have trouble finding the FOV setting that is clicked at @2:30 it is now in the Camera Setup panel; Click the _(kind of...)_ Camera looking icon, top center of the A|B Viewport. Focus Selected is here too (or can just hit 'f' as normal) ... To orbit the light, it used to be Alt+R mouse drag, it is now: Hold 'L'-key +L Mouse Drag... and you no longer need to worry about the 'pivot facing forward' as in the 5.2 they have made the first frame equal the FRONT, just make sure it is framed nicely. The Trackers part next, is where I switched to the UE Course linked in the description. You step in at time 3:30, and from there it is just a few more steps!
Wow…did not know the tracker results are different depending on the lighting used. Thanks for the tip👍🏻
The first time I put one through the Corneas we're popping through the Eyelids when it blinked., So in 3ds Max I selected all the elements for the eyes, And put them back and down a couple millimeters Put it back through and it worked great!
amazing tutorial! thank you for this!
Awesome, thanks for sharing this process. Looking forward to the following videos. Did you find a way to transfer the original textures to the metahuman?
Tomas did! We have a section dedicated to the textures and body morph 😉
What are your zbrush export scale settings at upon export? It comes in really small in Unreal Engine.
Okay so how about the body?
That BTS section is coming ;)