Alexander Beim - CG Characters and 3D Animations
Alexander Beim - CG Characters and 3D Animations
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Tutorial: How to Render Images of Infinitely Large Size in Maya.
In this video, I want to share a simple method for rendering images of infinitely large size in Maya.
A computer's power is not always enough to render an image with very high resolution. This requires a lot of RAM, especially when the image size exceeds 10,000 pixels. A simple solution comes to mind: divide the image into smaller parts and then stitch them together. But how to do this in Maya without disrupting the settings and camera angle? In this video, I will show you how I do it.
zhlédnutí: 126

Video

Custom Body for MetaHuman Tutorial Part 2 - Without Any Plugins. Different Topology and Proportions.
zhlédnutí 812Před 2 měsíci
In this video, I will explain the first method of creating a custom body. This is for cases when you need to change the topology. For example, you want to keep the proportions but change the body shape with details that require a topology change. The second part of the video is about how to use your own body with different proportions in MetaHuman. Subscribe to the channel so you don't miss the...
Custom Body for MetaHuman Tutorial Part 1 - Without Any Plugins. How to use your BlendShape.
zhlédnutí 2,3KPřed 2 měsíci
In this video, I will explain the first method of creating a custom body. This is for cases where you don't need to change the topology and can use the original MetaHuman body. For example, you want to keep the proportions and add some details to the body. Other methods, where you want to change the main proportions or the body topology, will be covered in upcoming videos. Subscribe to the chan...
Bruce Lee 3D model to custom MetaHuman character - Part 1. (Raw test of digital double)
zhlédnutí 310Před 3 měsíci
Bruce Lee 3D model to custom MetaHuman character - Part 1. (Raw test of digital double) Part 1 is just raw test. Next part will be more seriously. Subscribe to stay updated. Thank you for watching! Linktree: linktr.ee/alexanderbeim #brucelee #Charactermodeling #3Dmodeling​ #Maya​ #Zbrush #3DCharacter #digitalhuman #digitalhumans #unrealengine #unrealengine5 #metahuman #metahumans
How to transfer your head model WITHOUT PLUGINS to MetaHuman with absolute precision!
zhlédnutí 1,8KPřed 3 měsíci
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...
MetaHuman Likeness - Albert Einstein. Facial Animation and Lip Sync TEST.
zhlédnutí 1,3KPřed 3 měsíci
MetaHuman Likeness - Albert Einstein. Facial Animation and Lip Sync TEST. Hey everyone! Just a heads up, the voice and facial movements you're seeing aren't from Albert Einstein himself. This is simply a quick test to check the facial rigging. The character's face is now fully prepared for production animation. Interested in the Albert Einstein character? Contact me! Subscribe to stay updated. ...
Custom MetaHuman - Albert Einstein - From Maya to Unreal Engine - Part 3
zhlédnutí 517Před 3 měsíci
Custom MetaHuman - Albert Einstein - From Maya to Unreal Engine - Part 3 In this video, I finalize the head by transferring all grooms and making final adjustments. This video will also demonstrate the process of transferring facial wrinkles of Albert Einstein into MetaHuman. Subscribe to stay updated and receive videos promptly to keep track of the process. Thank you for watching! Linktree: li...
Custom MetaHuman - Albert Einstein - From Maya to Unreal Engine - Part 2
zhlédnutí 1,1KPřed 4 měsíci
Custom MetaHuman - Albert Einstein - From Maya to Unreal Engine - Part 2 In this part, I will import the base model of MetaHuman Albert Einstein into Unreal Engine. You will then see the process of transferring his hairstyle and other hair from Maya to Unreal Engine. Additionally, I will adjust the hair material. Subscribe to stay updated and receive videos promptly to keep track of the process...
Custom MetaHuman - Albert Einstein - The Creation Process - Part 1
zhlédnutí 1,2KPřed 4 měsíci
Custom MetaHuman - Albert Einstein - The Creation Process - Part 1 This video is Part One of transferring my Albert Einstein 3D model to MetaHuman. In this video, you will witness the initial step: transferring the head shape to the standard MetaHuman template. With these standard tools, you'll see what is already possible to achieve with MetaHuman. Einstein is initially equipped with standard ...
Overview of Roald Amundsen 3D model. ZBrush and Unreal Engine 5.
zhlédnutí 1KPřed 2 lety
Overview of Roald Amundsen 3D model. ZBrush and Unreal Engine 5. Linktree: linktr.ee/alexanderbeim #Charactermodeling #3Dmodeling​ #Maya​ #Zbrush #3DCharacter #digitalhuman #digitalhumans #unrealengine #unrealengine5 #metahuman #metahumans www.google.com/
Roald Amundsen digital double. UNREAL ENGINE 5 Character. Virtual Human. Rigged, ready for animation
zhlédnutí 690Před 2 lety
Roald Amundsen digital double. UNREAL ENGINE 5 Character. Virtual Human. Rigged, ready for animation
Custom Blendshape from Zbrush to MetaHuman character Timelapse.
zhlédnutí 8KPřed 2 lety
Custom Blendshape from Zbrush to MetaHuman character Timelapse.
ALIA - is a virtual influencer. Version "Beta 1". Digital human.
zhlédnutí 387Před 2 lety
ALIA - is a virtual influencer. Version "Beta 1". Digital human.
Digital Human ALIA - she got a soul. She is a Virtual Human / Girl
zhlédnutí 395Před 2 lety
Digital Human ALIA - she got a soul. She is a Virtual Human / Girl
Maya Hair / Fur - XGen Interactive Groom (PART 2) Tutorial - Practical exercise. Male hairstyle.
zhlédnutí 13KPřed 2 lety
Maya Hair / Fur - XGen Interactive Groom (PART 2) Tutorial - Practical exercise. Male hairstyle.
Sculpting a Realistic Face likeness in zbrush. Roald Amundsen Project. PART 2.
zhlédnutí 782Před 2 lety
Sculpting a Realistic Face likeness in zbrush. Roald Amundsen Project. PART 2.
Roald Amundsen Project. Suit timelapse.
zhlédnutí 330Před 2 lety
Roald Amundsen Project. Suit timelapse.
Custom clothes for MetaHuman / Denim Jacket for Unreal Engine 5 / Time lapse.
zhlédnutí 3,1KPřed 2 lety
Custom clothes for MetaHuman / Denim Jacket for Unreal Engine 5 / Time lapse.
Clothes for MetaHuman/Overall-Dress Leather Mini-Skirt Black Jumpsuit for Unreal Engine 5-Time lapse
zhlédnutí 883Před 2 lety
Clothes for MetaHuman/Overall-Dress Leather Mini-Skirt Black Jumpsuit for Unreal Engine 5-Time lapse
METAHUMAN Characters Lip-Sync animation in Maya TUTORIAL/Automatic talking face with your voice. 🧑‍🎤
zhlédnutí 7KPřed 2 lety
METAHUMAN Characters Lip-Sync animation in Maya TUTORIAL/Automatic talking face with your voice. 🧑‍🎤
Unreal Engine 5 Lighting - Lumen test. (Cinematics with Sequencer animation and Rendering)
zhlédnutí 346Před 2 lety
Unreal Engine 5 Lighting - Lumen test. (Cinematics with Sequencer animation and Rendering)
Bald Eagle 🦅 RIGGED 3D Model. 💻 Preview in Maya. Bird Rigg. 🛠
zhlédnutí 2KPřed 2 lety
Bald Eagle 🦅 RIGGED 3D Model. 💻 Preview in Maya. Bird Rigg. 🛠
3D modeling of BALD EAGLE 🐦Tutorial / Tıme-lapse. Part -1 (Skeleton, Proportions, Retopology)
zhlédnutí 3,7KPřed 2 lety
3D modeling of BALD EAGLE 🐦Tutorial / Tıme-lapse. Part -1 (Skeleton, Proportions, Retopology)
Creating simple Real Time Game-Ready Hair with Maya XGen Interactive Groom (Low Poly hair)
zhlédnutí 24KPřed 2 lety
Creating simple Real Time Game-Ready Hair with Maya XGen Interactive Groom (Low Poly hair)
Bald Eagle CG / 3D Animation in Maya. Tutorial will coming soon. (3D Bird creation)
zhlédnutí 6KPřed 2 lety
Bald Eagle CG / 3D Animation in Maya. Tutorial will coming soon. (3D Bird creation)
Nikola Tesla Relief in Zbrush / Coin / Timelapse / 3D - CG
zhlédnutí 10KPřed 3 lety
Nikola Tesla Relief in Zbrush / Coin / Timelapse / 3D - CG
Apocalypse NFT / Crypto Art / 3D Graphics /CG
zhlédnutí 236Před 3 lety
Apocalypse NFT / Crypto Art / 3D Graphics /CG
Maya XGen Interactive Groom Tutorial / Timelapse / LONG CURLY HAIR
zhlédnutí 3,5KPřed 3 lety
Maya XGen Interactive Groom Tutorial / Timelapse / LONG CURLY HAIR
Eyebrows and Eyelashes in Maya with XGen interactive groom
zhlédnutí 4,2KPřed 3 lety
Eyebrows and Eyelashes in Maya with XGen interactive groom
Maya XGen Interactive Groom / CURLY HAIR Tutorial / Timelapse
zhlédnutí 13KPřed 3 lety
Maya XGen Interactive Groom / CURLY HAIR Tutorial / Timelapse

Komentáře

  • @kretoskim8555
    @kretoskim8555 Před 6 dny

    This tutorial is simply the BEST!!!!!!! THANK YOU

  • @behappy6999
    @behappy6999 Před 6 dny

    When I tried to change the head in the same way, Unreal Engine gives a warning message about "Failed to merge bones and etc" I tried to select different skel meshes but didn't work. Do you have any ideas how to solve this?🤔

  • @RecordanceGame
    @RecordanceGame Před 8 dny

    Can I do the same thing in 3ds Max using morph targets?

  • @Filipinavillage
    @Filipinavillage Před 8 dny

    🎉

  • @sabhojaoek1523
    @sabhojaoek1523 Před 16 dny

    Thanks 👍

  • @GREGDUFRIEN
    @GREGDUFRIEN Před 27 dny

    Hi, i would like to know if you buy your model of einstein ? You made a great job it's amazing ;-) I like that

    • @Alexander_Beim
      @Alexander_Beim Před 23 dny

      Hello. No, I didn't buy it; I was creating it.

  • @s4ndrell17
    @s4ndrell17 Před 28 dny

    what about neck seam? its useless if it visible.

    • @Alexander_Beim
      @Alexander_Beim Před 23 dny

      I haven't had a situation where I needed it yet. Maybe I will look into it later if there are problems connecting the head to the body.

  • @VincentTian-kf9lb
    @VincentTian-kf9lb Před měsícem

    This is the best tutor I've ever seen related to Custom Metahuman!!!

  • @IMB1999
    @IMB1999 Před měsícem

    How you add reference images to zbrush?

    • @Alexander_Beim
      @Alexander_Beim Před měsícem

      There is a special Tool. But now you can use any image on your desktop and make Zbrush interface transparent.

  • @IMB1999
    @IMB1999 Před měsícem

    Wow🔥❤️

  • @RakeshKumar-pt7jr
    @RakeshKumar-pt7jr Před měsícem

    sooo beautifull work , hare krishna 😊

  • @Eirex
    @Eirex Před 2 měsíci

    hi! I created a blendshape successfully but when I export the body & rigs from Maya to UE5, the head is included and there is no morph target. Any idea why this might be happening?

    • @Alexander_Beim
      @Alexander_Beim Před měsícem

      Look my video "Custom Body for Metahuman Tutorial Part 2". There I show how you can import morph target to Unreal Engine together with the custom body.

  • @Heffalumpswoozles85
    @Heffalumpswoozles85 Před 2 měsíci

    Incredible-one of the best I’ve ever seen! I do have one critique though-the hair moves way too much. It’s too bouncy.

  • @Chad_Thundernuts
    @Chad_Thundernuts Před 2 měsíci

    Hey man, I hope you don't mind but I posted an edit of a song and used the animation in this video. I put you in the credits. Check it out if you like. And of course, if you have any issues with it just let me know. Cheers!😺👍

  • @rachelrunner8948
    @rachelrunner8948 Před 2 měsíci

    Thanks a lot for the tip! The overwriting thing is so strange.

  • @minatouchiha1999
    @minatouchiha1999 Před 2 měsíci

    thanks for the tutor!

  • @22kmhigh
    @22kmhigh Před 2 měsíci

    Awesome tutorial, thanks!

  • @sajans3998
    @sajans3998 Před 2 měsíci

    did you create any new blendshapes for the final animation?

  • @ZaJanoyNaFilippiny
    @ZaJanoyNaFilippiny Před 2 měsíci

    thank you. Very useful.

  • @atlanteum
    @atlanteum Před 2 měsíci

    You forgot to mention Step One: Learn zBrush. Seriously, though... can't thank you enough for creating this excellent video. Looks like a straightforward and manageable workflow for tackling those lame MetaHuman bodies. THANK YOU!!

  • @NenitaAncajas
    @NenitaAncajas Před 2 měsíci

    Keep it up...

  • @blackeagle-hr4sr
    @blackeagle-hr4sr Před 2 měsíci

    👏👏

  • @nenitaancajas1837
    @nenitaancajas1837 Před 2 měsíci

    0:50

  • @nenitaancajas5839
    @nenitaancajas5839 Před 2 měsíci

    You are very creative❤

  • @nenziAncajas
    @nenziAncajas Před 2 měsíci

    Great content

  • @Finalcut21
    @Finalcut21 Před 2 měsíci

    "Will coming soon" what a english man??

  • @allvfxchannel532
    @allvfxchannel532 Před 2 měsíci

    Bro can you please give me thes eagle free model I really want this and iam bigner so I cant be able to make these eagle so please can you give me bro please,, reply me back

  • @AdrianoOliveiraUFC
    @AdrianoOliveiraUFC Před 2 měsíci

    Excellent! I am about to begin an Unreal short movie and I need a realistic girl. Would you use the s approach to develop a 10 years old Metahuman female child -- or the plugins/scripts are needed?

    • @Alexander_Beim
      @Alexander_Beim Před 2 měsíci

      You can create a custom head like in this tutorial, and then create a custom small body.

  • @jaykixs
    @jaykixs Před 3 měsíci

    genius❤

  • @imb1318
    @imb1318 Před 3 měsíci

    Wow

  • @pepe7drum
    @pepe7drum Před 3 měsíci

    What if I already have selected a color and a material in the Color channel but still want to add a texture and keep its color and surface finish?

    • @Alexander_Beim
      @Alexander_Beim Před 3 měsíci

      Hello. I dont really understant your question. Explayn it. When u want to save color, just use the color picker.

  • @soepdelsoep
    @soepdelsoep Před 3 měsíci

    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!

    • @Alexander_Beim
      @Alexander_Beim Před 3 měsíci

      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.

  • @imb1318
    @imb1318 Před 3 měsíci

    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"

    • @Alexander_Beim
      @Alexander_Beim Před 3 měsíci

      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.

    • @imb1318
      @imb1318 Před 3 měsíci

      @@Alexander_BeimThank You. I will Try it.

    • @imb1318
      @imb1318 Před 3 měsíci

      @@Alexander_Beim It's Worked. Thank You So Much

  • @imb1318
    @imb1318 Před 3 měsíci

    THank you so much...

  • @sajans3998
    @sajans3998 Před 3 měsíci

    Good information, can you make a tutorial that shown to modify metahuman body?

    • @Alexander_Beim
      @Alexander_Beim Před 3 měsíci

      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.

    • @sajans3998
      @sajans3998 Před 3 měsíci

      @@Alexander_Beim i mean same topology. but if I modify the body, can I send that back to metahuman editor?

    • @manollobango
      @manollobango Před 3 měsíci

      ​@@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?

  • @nenitaancajas1837
    @nenitaancajas1837 Před 3 měsíci

    Wow😯you are so great 💙💙

  • @Filipinavillage
    @Filipinavillage Před 3 měsíci

    Thank you for your nice tutorial.its very useful for me❣️❣️more vedio please!

  • @weblotus
    @weblotus Před 3 měsíci

    I was searching for it! 🥳 Thanks!

  • @uvinduabhishek-fg7te
    @uvinduabhishek-fg7te Před 3 měsíci

  • @sajans3998
    @sajans3998 Před 3 měsíci

    Is it possible to use the lowest LOD Low poly Mesh on the metahuman and import that to zbrush and sculpt in the model itself than projecting from a already sculpted mesh?

    • @Alexander_Beim
      @Alexander_Beim Před 3 měsíci

      Better to use WRAP, for transfering your sculpt to MetaHuman topology.

  • @sajans3998
    @sajans3998 Před 3 měsíci

    Is it possible to bring the body to zbrush and sculpt or adjust proportions and import back to Unreal engine?

    • @Alexander_Beim
      @Alexander_Beim Před 3 měsíci

      Yes, it is possible. Just skin your new model to the skeleton and export it to Unreal Engine. Then, replace the Metahuman body with yours.

  • @sajans3998
    @sajans3998 Před 3 měsíci

    You are underrated man. Im waiting for the part 4 tutorial

  • @sajans3998
    @sajans3998 Před 3 měsíci

    Subscribed. Waiting for ther part 4.

  • @LucasRafaelDesenhista
    @LucasRafaelDesenhista Před 4 měsíci

    Great O:)

  • @VideoMonk.
    @VideoMonk. Před 4 měsíci

    insane dude!! how long did it take you for the whole process?

    • @Alexander_Beim
      @Alexander_Beim Před 4 měsíci

      Not that long. I didn't create the Albert Einstein model from scratch. I had already created a Maya model earlier. So I just exported and converted the Maya model to MetaHuman.

    • @VideoMonk.
      @VideoMonk. Před 4 měsíci

      @@Alexander_Beim thank you!

  • @JonCG
    @JonCG Před 4 měsíci

    Awesome Bro.Great Job!

    • @Alexander_Beim
      @Alexander_Beim Před 4 měsíci

      Thanks. As I saw on your channel, you have a lot of experience with custom MetaHumans.

    • @JonCG
      @JonCG Před 4 měsíci

      @@Alexander_Beim Thanks.yes i do

  • @weblotus
    @weblotus Před 4 měsíci

    crazy! 👏

  • @user-ii5ns8pt9g
    @user-ii5ns8pt9g Před 4 měsíci

    厉害!太酷了!

  • @reyhanalainsenel3303
    @reyhanalainsenel3303 Před 4 měsíci

    Albert Einstein ın Kılıçtaroğluna benzemesi

  • @a1ex3d
    @a1ex3d Před 4 měsíci

    Yakubovich from TV Show "Field of Miracles"