Creating a Virtual World with Polycam in Unreal Engine Part 1: Creating a Character

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  • เผยแพร่เมื่อ 15 พ.ย. 2024

ความคิดเห็น • 18

  • @lussostudios
    @lussostudios 2 วันที่ผ่านมา

    A top knot AND saying "how meta is that" in one video, fantastic, I feel like it's my birthday

  • @alvaro.huerta
    @alvaro.huerta ปีที่แล้ว

    What a detailed tutorial bro, congrats!

  • @TheIwatt1
    @TheIwatt1 ปีที่แล้ว

    Fantastic, thanks for the tut

  • @Husk2280
    @Husk2280 ปีที่แล้ว

    I love how the models of the characters always end up looking like those roblox meshes

  • @cinematricks
    @cinematricks ปีที่แล้ว

    nice video, thanks

  • @bdgdjdjdj
    @bdgdjdjdj ปีที่แล้ว +1

    For some reason after exporting mine is not with mesh when I upload to the mixamo website any ideas?

  • @joa4977
    @joa4977 ปีที่แล้ว

    I'm a lifelong member of Polycam.
    Could you make a specific lecture video on how to trim the material?
    I also want to know which method you usually use.

    • @zeroh_chill2966
      @zeroh_chill2966 7 หลายเดือนก่อน

      Check out Blender tutorials on that. 1000’s of videos on what you’re asking for

  • @tom120ali
    @tom120ali ปีที่แล้ว +1

    I assume you don't have to create a low poly version if you're using Nanite right?

    • @eskilloftsson5714
      @eskilloftsson5714 ปีที่แล้ว +2

      this is a cool and easy way to use a photo scan to create a character but it's not a good practice if you wanna make a game. The topology is a mess in the photoscans which makes the mesh heavy, the textures appear bad and the stretching of the mesh inconsistent. You can use your photo scans to create a metahuman face mesh. That way you'll get a fully rigged, textured character with good topology. Nanite does not (yet) work with skeletal meshes.

    • @ViensVite
      @ViensVite ปีที่แล้ว

      nanite is for static mesh (mesh with no skeleton) atm so will not work with moving objects even if it does work with foliage in 5.1 wich is already a revolution.

    • @ViensVite
      @ViensVite ปีที่แล้ว +1

      low poly version is bcz UE = game engine so we use tricks.
      Idea here is to project the textures in HQ (nomal map etc) on a low poly version.
      Meaning you see the same level of details but its optimized for real time and also for movements, bad topology fuck up the mesh as my collegue explained before me

  • @llealloo
    @llealloo ปีที่แล้ว

    Awesome, I am so satisfied

  • @judypostcardcafe4388
    @judypostcardcafe4388 ปีที่แล้ว

  • @TGSuineg
    @TGSuineg ปีที่แล้ว +2

    Kinda awkward considering Epic is making its own (better) photogrammetry app.

  • @ViensVite
    @ViensVite ปีที่แล้ว +1

    I love your app but this tutorial is full of BAD ADVICES if not just NONSENSE.
    Sorry for CAPS.
    For the bad advices :
    1. You can't have a decent result with photogrammetry and full human because it's too slow --> subject will move --> scan will be messy.
    --> Instead use video (RAW format appréciated if you can), and for the --> face only