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Today we walk through the basis of the Mesh to MetaHuman pipeline using a custom mesh! If you're choosing to use a custom mesh it's crucial to be aware of these considerations:
Mesh to MetaHuman is:
Topology agnostic.
UV's will be overwritten with new mesh UV's.
Quality can be improved with conformed mesh pipeline.
Mesh Morpher Plugin is:
Topology dependent as it blends vertex position between base mesh and target mesh with morphs.
UV order is maintained.
Allows for inhumane deformations if that is the objective.