Metahuman FattyBull Cinematic Setup UE5, Zbrush, Substance Painter, 3dsmax

  Рет қаралды 634

bernhard.rieder

bernhard.rieder

Күн бұрын

Пікірлер: 5
@FeedingWolves
@FeedingWolves 2 жыл бұрын
Awesome!!
@elvismorellidigitalvisuala6211
@elvismorellidigitalvisuala6211 2 жыл бұрын
Love it!
@bernhard.rieder
@bernhard.rieder 2 жыл бұрын
Thank you 🥂
@andiinzinger9688
@andiinzinger9688 2 жыл бұрын
Uuuh yes, well done! Does the Metahuman rig still work after deforming your geommetry in ZBrush?
@bernhard.rieder
@bernhard.rieder 2 жыл бұрын
I didn’t use the Metahuman Rig for the Animation. It’s a great question and would be absolutely worth trying. In theory, we should be able to use the same SkeletalMesh. I guess the Rig itself wouldn’t be such a big problem, but I can smell some issues with the skinning. But for sure. If your character mesh would deviate drastically from the base mesh, I can imagine we will bump into rigging issues as well. But if you keep your humanoid base mesh and you’ll make small modifications, like a nose 👃🏻 job... it should work. If you zremesh and let’s say you want to sculpt your own custom face, you can also start using the Base Mesh (LOD0 as the high resolution mesh) and then you can use the Metahuman Plugin that allows you to use custom heads / faces. And for the Character Rig, another good idea would be to use the Third Person Mannequin Skeleton Mesh. With this, you can use your character also for gameplay. And every mocap file that works with the Mannequin will then also work for your character, also useable in the Sequencer.
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