Metahumans Custom Face from Photogrammetry Tutorial

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 40

  • @SmallRobotStudio
    @SmallRobotStudio  2 ปีที่แล้ว +1

    This workflow has now been updated for the new Mesh to Metahuman plugin, check out the tutorial here: th-cam.com/video/PyD7teiaJKA/w-d-xo.html

  • @gitarrtoken
    @gitarrtoken 2 ปีที่แล้ว

    Amazing tutorial!

  • @randomusername6565
    @randomusername6565 2 ปีที่แล้ว

    This isn't related to the current video, but I binged through all the Renderman and MAYA videos this weekend and am currently rendering my full scene. Thank you so very much for all the videos you've uploaded on the channel. I appreciate it tremendously. I would've been lost without them. Thank you.

  • @toapyandfriends
    @toapyandfriends 2 ปีที่แล้ว +2

    This was awesome...so does the end product look as good as when you're editing a stock metahuman on the metahuman website like with all the resolution and wrinkles and does it animate the same way

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว +1

      The wrinkle deformation that you're seeing in the animation at the end is the same as what you get from the standard rig. At this stage I'm in the process of painting a new skin map with normals and creating the hair so in a week or two you should be able to see the production ready result (hopefully!). Thanks for checking out the video :)

  • @RappinAcoustic
    @RappinAcoustic 2 ปีที่แล้ว +1

    Wow. What a amazing tutorial! Thank you!

  • @justVontadeh
    @justVontadeh 2 ปีที่แล้ว +1

    Nice results!
    Though I think you're making it a lot harder than it needs to be. You can just duplicate the metahuman basemesh inside zbrush, mask the mouthbag and eyebags and just zwrap that onto your sculpt/scan. You don't need to get an actual high poly with a mouthbag or anything for zwrap to work, just make sure to mask the parts you don't want to be zwrapped and they'll adjust to the ones that get projected, allowing you to edit the mouthbag after the fact on your low poly. Heck, if you don't have a good back of the head scan, you can even mask that on the retopo (leave only the front 180º unmasked) and you can just edit the shape to match your reference AFTER having zwrapped it.
    Keep up the good work :)

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว +1

      Thanks for the advice I didn't know that about the masking - so much easier! This was my second zwrap so I figured there was plenty to improve, will get it a bit better on the next run - cheers!

  • @jackasswedge
    @jackasswedge 2 ปีที่แล้ว

    Hello Small Robot Studio- thank you for the tutorial. I am wondering about the process of bringing this revised metahuman back into unreal. Do you have to skin the zwrapped bust onto the metahuman skeleton and then export as fbx back into unreal? Is there further documentation on this process somewhere on your channel? thanks again

  • @FeedingWolves
    @FeedingWolves 2 ปีที่แล้ว

    This is amazing!

  • @thejetshowlive
    @thejetshowlive 2 ปีที่แล้ว

    Fantastic!

  • @Kumarswamy_Hosmath
    @Kumarswamy_Hosmath 2 ปีที่แล้ว

    Hi, possible to finally export fully textured obj/fbx model ?

  • @button9
    @button9 2 ปีที่แล้ว +1

    Anyone coming to this video now, (I literally opened this and the new UE video at the same time) - this process is now built into the latest version of UE5.02 that does exactly this, turning a scanned mesh into a metahuman mesh.

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว

      Yep, I've just literally seen it as well! Trying it now and will update this tutorial soon.

    • @button9
      @button9 2 ปีที่แล้ว

      @@SmallRobotStudio I've tried a somewhat stylized character face sculpt and it did about 85% of it easily. Will try something more extreme later. But if you're just doing 'normal' head scans, it's pretty easy

  • @swinny_
    @swinny_ 2 ปีที่แล้ว

    dig the NZ accint bru lol (used to work in nz i can say that) - i dont think this takes a few days, an hour or two maybe

  • @SirJoeYama
    @SirJoeYama 2 ปีที่แล้ว

    have you tried to send this back to unreal? i'm having issues with this workflow...

  • @lezipoa916
    @lezipoa916 2 ปีที่แล้ว

    Hi, I can't get my LocalQueue to appear with the file already attached and rendering. The LocalQueue screen opens but there is no file there. Can you tell me how to configure Maya or Renderman to open rendering the file that I am currently open in MAYA?

  • @Metarig
    @Metarig 2 ปีที่แล้ว +1

    in order to export it to unreal you need to bake deltas into blendshapes

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว

      Cheers for the tip, I'm going to be having a look at that process after I complete the groom and skin maps :)

  • @franciszekmachalica
    @franciszekmachalica 2 ปีที่แล้ว

    Awesome ! quick question thoug ... how do You export custom facerig to Unreal and keep all the metahuman goods like shaders blendshapes and rig .... ?

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว +3

      Going to be covering that soon in a separate tutorial

    • @franciszekmachalica
      @franciszekmachalica 2 ปีที่แล้ว

      @@SmallRobotStudio Oh man - I cant Wait !

  • @nicksushkevich
    @nicksushkevich 2 ปีที่แล้ว

    Awesome! How do you apply facial mocap to Metahuman rig in Maya? For example if it recorded with Rokoko?

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว +1

      I haven't done facial mo-cap so I couldn't really say. The animation for this video was done with Audio 2 Face which I covered in a previous video if you want to check that out!

    • @nicksushkevich
      @nicksushkevich 2 ปีที่แล้ว

      @@SmallRobotStudio Thank you, gonna check it out!

  • @godman10261
    @godman10261 2 ปีที่แล้ว

    amazing

  • @DonBurroni
    @DonBurroni 2 ปีที่แล้ว

    very nice

  • @paulsingh2931
    @paulsingh2931 2 ปีที่แล้ว

    How do you get the metahuman into maya? Isn't maya like $4k?

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว

      th-cam.com/video/Z-Mjr3rz4rs/w-d-xo.html - Maya is like $400/year

  • @johndeggendorf7826
    @johndeggendorf7826 2 ปีที่แล้ว +1

    First view?! Thanks! 🙏☕️🎩🎩🎩

  • @Kumarswamy_Hosmath
    @Kumarswamy_Hosmath 2 ปีที่แล้ว

    Hi, you guys provide service for creating avatars if provided with either photographs and/or scan data from likes of artec Eva for ex.
    Idea is to have highly optimised model which can be rigged for use as either avatars or manikin in some applications

    • @SmallRobotStudio
      @SmallRobotStudio  2 ปีที่แล้ว

      Hi, if you're asking if that's a service we provide as a business, yes it is. If you're interested in knowing more you can email us smallrobotstudio (at) gmail.com

  • @Beii9212
    @Beii9212 2 ปีที่แล้ว

    😲😲😲 I need good pc for this 😲😲😲

  • @hamedkhadivi
    @hamedkhadivi 2 ปีที่แล้ว

    As one of the worst modelers in CG industry it was a impossible hard work.
    I'm specialized in dynamics like destruction, cloth, fluids, etc. More important than that I'm proud to say rendering is what I'm born for.

  • @whit3rabb3t29
    @whit3rabb3t29 2 ปีที่แล้ว

    Geometry>modify>delete hidden