Pushing the MetaHuman Likeness Limits via Scan-based Textures | Unreal Fest 2022

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  • เผยแพร่เมื่อ 31 ธ.ค. 2024

ความคิดเห็น • 28

  • @thejetshowlive
    @thejetshowlive 2 ปีที่แล้ว +4

    This was as amazing as being in the audience! I loved this talk, had such a good time at Unreal Fest!

  • @bpampuch
    @bpampuch 2 ปีที่แล้ว +7

    Awesome session Luka!
    I had trouble getting the conformal mesh, but figured out that it's actually saved when you click "Metahuman Identity Solve".
    As a feature proposal I would ask for the ability to tweak the Conformal Mesh (in Maya/Blender) before sending it to the MetaHuman service (e.g. ability to Import Conformal Mesh into Unreal would solve this).

    • @nicholass3430
      @nicholass3430 ปีที่แล้ว +1

      Have not tested, but someone made a tool to customize metahuman mesh
      www.youtube.com/@artsnspells

    • @safwenabidi2262
      @safwenabidi2262 ปีที่แล้ว

      can you please explain it i want to export the conformal mesh when i type that in the Cmd nothing happen

  • @DesignsbyElement
    @DesignsbyElement 2 ปีที่แล้ว +8

    Enjoyed the talk, but I need a in depth tutorial on how to get all the maps, alter them, etc

  • @YuuJer
    @YuuJer 2 ปีที่แล้ว +2

    looking forward to those custom blendshape injections!

  • @saemranian
    @saemranian ปีที่แล้ว

    Awesome,
    Thanks for sharing.

  • @DesignsbyElement
    @DesignsbyElement ปีที่แล้ว +2

    How is this actually done? Anyone got a tutorial that does this in detail?

  • @davinsaputraartandgamedev9453
    @davinsaputraartandgamedev9453 ปีที่แล้ว

    Any place that i can get something similar to the auto expression blendshape maker in 17:26? Is that created using the metahuman topology?
    Or simply just a list of what facial expression they make would be helpful

  • @JonathansMind
    @JonathansMind 2 ปีที่แล้ว +6

    How come you don't just do an additive "blend" of the normals maps? That way you could have your base normal map and then just blend in only the wrinkles when raising the eyebrows, adding on top of the base normal map, no need to blend in a whole new normal map for the face that contains 90% of the same details as the base/neutral normal map. Or am I missing something?

    • @lukalakic111
      @lukalakic111 2 ปีที่แล้ว +5

      Yes, that's a good point and it would make sense for this case with just neutral input. The reason is, not to break the uniform shading tree that is in place for all Metahumans. The original inputs do not differ only in large wrinkles, but they all have captured specific pore changes as well. For that reason every expression has dedicated high res map. But if you wish to optimize for this instance, that is perfectly fine. You would just need to set up the blending of the normal maps in the shading network.

    • @JonathansMind
      @JonathansMind 2 ปีที่แล้ว +4

      ​@Luka Lakić , thanks for the reply and thanks for the talk, very informative! The streatching and changing of the porse was one of the few reasons I could come up with why the maps might be different but I wasn't sure if the metahumans went into that much detail - but of course they do.
      I've not yet tried anything with the metahumans so I just have a very broad overview of how they are built and will have to look into them further once I have the time, but I might see if I can make a custom version for use-cases like this where I will use the same saddative normal maps and blood flow for the large changes in the face while just changing the base texture and finer more detailed normal maps from scans. That will minimize the work need and still retain some of the great detail you get from normals.
      Thanks again for everything you and 3Lateral does, truely amazing work.

  • @alexvlair9290
    @alexvlair9290 ปีที่แล้ว

    Very cool. How did you manually add tracking points to the ears and eyebrows @12:12 ? Id like to manually track my input mesh but it didn't seem possible when I tried

    • @manollobango
      @manollobango ปีที่แล้ว

      Maybe this video can help you:
      th-cam.com/video/no3wvt8S7E4/w-d-xo.html

  • @joesherman5209
    @joesherman5209 ปีที่แล้ว

    Is there step by step tutorials available?

  • @SoumikProduction
    @SoumikProduction 11 หลายเดือนก่อน

    Is there any step by step tutorial for newbies?

  • @spandanghosh9503
    @spandanghosh9503 ปีที่แล้ว +1

    Can someone explain how to wrap the MHC character to the 3d scan without messing up the metahumans eye lids. Every time i try it, it usually ends up not fitting the metahuman eye with the eye mostly poking out of the lids and rig without making changes and changes can make the base look different.

    • @ryderbrooks1783
      @ryderbrooks1783 ปีที่แล้ว

      Saw a video before I clicked on this one that dealt with the issue by "turning down the influence" for the eye region? No idea what that really means. Just kinda assumed it meant playing with the vertex weights on the mesh for the eyelids

    • @spandanghosh9503
      @spandanghosh9503 ปีที่แล้ว +1

      @@ryderbrooks1783 turning down the influence blends between the base metahuman mesh and the mesh to metahuman mesh so if you turn it down, the eyes will look like the generic metahuman instead of the created mesh to metahuman

  • @thechannel290
    @thechannel290 ปีที่แล้ว

    the export command doesnt work ?

  • @visualedge-visualproduction
    @visualedge-visualproduction ปีที่แล้ว

    Does anyone have a clear workflow of how to combine a photo scan texture with a metahuman base texture, im struggling to find info on how to conform the 2 different UVmaps, we're using reality capture with a scan done at a pro array rig

    • @TheShinyHaxorus3D
      @TheShinyHaxorus3D ปีที่แล้ว

      this is the closest thing I've found, you pretty much conform the mesh and then project the textures to the metahuman mesh from your scan in something like zbrush and hope for the best lol

  • @mondoshigua
    @mondoshigua 2 ปีที่แล้ว

    🇨🇴🧔🏻👍🏼🤝🏼 Saludos desde Colombia

  • @maddiehad
    @maddiehad 2 ปีที่แล้ว +1

    to bad the metahuman plugin isn't available for 5.1 which makes this talk pointless.

  • @cathymiller2798
    @cathymiller2798 2 ปีที่แล้ว

    Revelation 13:15
    “And he had power to give life unto the image of the beast, that the image of the beast should both speak, and cause that as many as would not worship the image of the beast should be killed.”
    Beware Transhumanism ... And all its Forms

  • @emwave100
    @emwave100 ปีที่แล้ว

    TH-cam Enthusiast here.