How to transfer your head model WITHOUT PLUGINS to MetaHuman with absolute precision!
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- เผยแพร่เมื่อ 22 พ.ค. 2024
- How to transfer your head model WITHOUT PLUGINS to MetaHuman with absolute precision!
Discover the Conformed Mesh Method: Transforming Your Model into a MetaHuman Head! In this video, learn step-by-step how to modify and convert your own model into a MetaHuman head using the Conformed Mesh technique. Explore the intricacies of the process and unleash your creativity in crafting unique MetaHuman characters.
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#Charactermodeling #3Dmodeling #Maya #Zbrush #3DCharacter #digitalhuman #digitalhumans #unrealengine #unrealengine5 #metahuman #metahumans #conformedmesh #custommetahuman - ภาพยนตร์และแอนิเมชัน
THank you so much...
Wow😯you are so great 💙💙
Thank you for your nice tutorial.its very useful for me❣️❣️more vedio please!
I was searching for it! 🥳 Thanks!
Good information, can you make a tutorial that shown to modify metahuman body?
The body depends on what kind of body? Just a body with the same topology can be changed with blend shapes. For a different topology, you need to create a new skin for the same skeleton. For a different skeleton, you need to connect the MetaHuman head to your new body. There are many ways to work with the body according to your goal.
@@Alexander_Beim i mean same topology. but if I modify the body, can I send that back to metahuman editor?
@@Alexander_Beim
Would you mind to make a video pointing out all the current possible ways to create full body MetaHumans and what the difference is between each solution?
Hi, Thank you for the tutorial! Unfortunately I also get the error "Failed to add already conformed mesh. The mesh must be compatible with MetaHuman topology for this operation. Reason: Mismatch Num Vertices". I used a metahuman base.. I have one LOD group LOD0 and I sculpted it in Blender. Advice would be highly appreciated!
Sorry, but I don't use Blender. Maybe you need to find out how to transfer vertex numbers from the Metahuman mesh to yours that you sculpted. Unfortunately, I don't know how it works in Blender.
Hi, this error always coming. "Failed to add already conformed mesh. The mesh must be compatible with MetaHuman topology for this operation. Reason: Mismatch Num Vertices" What i do?
"I used meta human base for this"
Hi. It's important to use the same level of detail, the highest LOD. Also, when you've edited it in ZBrush, upon exporting it, it should have only one polygroup.
@@Alexander_BeimThank You. I will Try it.
@@Alexander_Beim It's Worked. Thank You So Much