Hello. Thank you so much for this. But when i click on the Metahuman identity solve one of the nostrils bounces back. And i save it etc but i can''t see conformed mesh in the folder. Can someone please help? Thanks in advance
Curious about the body textures though, metahuman bodies have a real disconnect to the head. Does scan store have various body textures for purchase that would match that head?
Incredible, thanks for sharing, great to see an officially supported method for more customized MetaHumans in UE. Just curious, is there any official documentation from Epic Games on this? Curious how you figured this out 🙂 But nevertheless thank you, this technique using an official UE feature is something that is incredibly useful!
@Elvis Morelli, I press enter with the command (at 3min on this video for the alternative method) and then click on "MetaHuman Identity solve", but after that impossible for me to fond the Conformed Mesh (nothing appears in my project folder). I'm Using UE 5.4... Do you have any advice ? Great Totorial by the way !
Do you think it is possible to update the body as well? As you did with your alternative method. Is there a method or for the body we have to use "Metapipe" or other solutions ? Many thanks again for this video !
I can't I use several and different approach, maybe a basic one but there's already available in 3d Scan Store channel. Also Vface XYZ is amazing, better than 3D Scan Store for some stuff.. I work with both, blending, adjusting, is really hard make a video about it. Look at multichannel displacement maps, are amazing!
Hello, are you on Discord? would like to show the Conformed mesh after it is imported in blender, the mesh looks like it is cracked. no knowledge of blender, but willing to learn.
@@elvismorellidigitalvisuala6211 similar issue... i clicked console command>pressed enter>Clicked metahuman identity solve...but no mesh in the saved folder
While trying to recreate the metahuman using conformed mesh, First, I got an error saying, your Metahuman face scale is 0.296x of the average scale and i got a metahuman with complete artifacts.. So, I exported the sculpted mesh by increasing the scale to fix the error, no error popped up this time, but still the generated metahuman is messy with artifacts.. I neither increased the vertex points nor sculpted any extreme details.. Can you help me fix this error?
You need to sculpt or wrap the conformed mesh without changing the scale, vertex order, or spatial position. If you have artifacts, they are likely to be around the eyes or mouth; often, during the wrap, the insides of the eye and mouth cavities distort. You can reset them using MHC, but you will need a corrective blendshape because you'll lose the likeness.
Ok. Vertex IDs.. That's the issue then.. By default, Blender obj importer (atleast in my version) won't keep the vertex ID order.. When you are importing an Obj, there is an option under Geometry drop-down saying Keep Vertex order.. We need to enable it.. Thank you..👍
could you explain this a little more? I have this exact issue and when importing there is no "Geometry" drop-down only when I use the import obj (legacy) option, and even still when I use it I still have the same issue. what am I doing wrong? @@harrykurakula6390
i say that was very apples to apples just fuji or gala. maybe its just me... and dont know how wasted countless hours as other users.. pretty explanatory everywhere and with less steps than this.. i would post but cant send link.. look at any step by step metahuman vid .. lol its all in the search like prompting ai . nice music btw.. i prefer a walk through as you are doing it imo but i already knew was just researching the difference, and was prerecorded for the time which some prefer.. but the difference in quality wasnt really shown so was just a diff mesh option with same result?.. polycam-blender-metahuman done and done all free and should know some editing/morphing/ specific app skills and settings which then yes would take hours.. people should just think of newbs who want to do this sit down and do it step by step... but guess that would be too much work for humans so have your ai do it for you. i shouldve with this comment, my bad..
After so many wasted hours spent on watching all sorts of "hacks" how to alter the metahuman, finally, i found your video. Thanks so much!
this unlocks the model artists to make crazy metahumans
Man! This is just AWSOME! 😁🙏. It makes perfect clones from mesh.
You dont understand how much I needed this!! Thank you so much!!!
You are welcome!
Hello. Thank you so much for this. But when i click on the Metahuman identity solve one of the nostrils bounces back. And i save it etc but i can''t see conformed mesh in the folder. Can someone please help? Thanks in advance
did u find a solution for this? There seems to be no info out there for this.
@@user-mu1gu1mo8u no. I switched now to cc4 and trying to make it there
Fantastic video, Elvis. Thank you!
Lovely walk-through, thank you Elvis!
That's cool. Thanks for sharing
So I still don’t understand why this method is better than the standard “Mesh to MetaHuman”?
It makes the face shape much closer to the real person. Raw Mesh to Metahuman produces only a rough approximation.
Sent you an email after watching another video but maybe this answers my question, many thanks for sharing, Molto successo!
this is awesome
wow just awesome
Curious about the body textures though, metahuman bodies have a real disconnect to the head. Does scan store have various body textures for purchase that would match that head?
Incredible, thanks for sharing, great to see an officially supported method for more customized MetaHumans in UE. Just curious, is there any official documentation from Epic Games on this? Curious how you figured this out 🙂 But nevertheless thank you, this technique using an official UE feature is something that is incredibly useful!
Yeah is here:
dev.epicgames.com/documentation/en-us/metahuman/metahuman-identity-asset
At 2:59 of the video, I did not see the value I set because the borders of the video are not clear at the bottom.
Console command:
'mh.identity.exportmeshes 1'
Is written in the video description also.
Between the voice and creepy music, this reminds me of a hack by Anonymous .. Kudos
ahah LOL yeah my voice sometimes it sounds creepy for me too XD
@@elvismorellidigitalvisuala6211 annoying bg music but thanks for share
Thanks so much for your workflow,but can it work with 5.1 version?I do not see "configure components from conformed" in my asset window.
did you manage to find it? I followed everything and i cant find any obj file..
Great video! can you provide us with the links to the Epic marketplace project? 🙏
@Elvis Morelli, I press enter with the command (at 3min on this video for the alternative method) and then click on "MetaHuman Identity solve", but after that impossible for me to fond the Conformed Mesh (nothing appears in my project folder). I'm Using UE 5.4... Do you have any advice ? Great Totorial by the way !
@@denisduchesnay7145 look into saved folder into your project
@@elvismorellidigitalvisuala6211 ,
Thank you for responding so quickly !
Do you think it is possible to update the body as well? As you did with your alternative method.
Is there a method or for the body we have to use "Metapipe" or other solutions ?
Many thanks again for this video !
hi , What was your purpose of cutting a part of the video to make the tutorial unclear?
thank you for this! could you please please please do a video going over how you do the textures using the 3d scan store maps PLEASE 😅
I can't I use several and different approach, maybe a basic one but there's already available in 3d Scan Store channel.
Also Vface XYZ is amazing, better than 3D Scan Store for some stuff.. I work with both, blending, adjusting, is really hard make a video about it.
Look at multichannel displacement maps, are amazing!
Is it possible to to swap the mesh geo when using Metahuman Animator? The process seams very similar😲
Hi Elvis! awesome work!
YAYYYY
DUDE NO WAY!!!!!! I was about to spend over $100 on a plugin that doesn't even perform this well!!! Could this work with a custom body mesh as well?
Nope is only for faces.
Hello, are you on Discord? would like to show the Conformed mesh after it is imported in blender, the mesh looks like it is cracked. no knowledge of blender, but willing to learn.
I take head from MH, sculpt it a little, but can't add it to conformed mesh as component, error Mismutch Num Vertices!
You cant change vertex order, how you sculpt it? wich software u use?
Keep same vertex order and you'll have no problems.
@@elvismorellidigitalvisuala6211 Zbrush, maya show same vertex order for both meshes.
find it, got some extra meshes on eyes. just selet it and it's work fine
Hi Elvis! i tried these metod with unreal 5.2 and 5.3 and when i enter in the saved folder the .obj don´t appear, do you know why ?
after you have write the console command id you click on MH identity solve?
@@elvismorellidigitalvisuala6211 similar issue... i clicked console command>pressed enter>Clicked metahuman identity solve...but no mesh in the saved folder
RAMTest is the name of MHI
I have the same issue
You have to put a space and a 1 after the console command - fixed it for me
While trying to recreate the metahuman using conformed mesh, First, I got an error saying, your Metahuman face scale is 0.296x of the average scale and i got a metahuman with complete artifacts.. So, I exported the sculpted mesh by increasing the scale to fix the error, no error popped up this time, but still the generated metahuman is messy with artifacts.. I neither increased the vertex points nor sculpted any extreme details.. Can you help me fix this error?
You need to sculpt or wrap the conformed mesh without changing the scale, vertex order, or spatial position. If you have artifacts, they are likely to be around the eyes or mouth; often, during the wrap, the insides of the eye and mouth cavities distort. You can reset them using MHC, but you will need a corrective blendshape because you'll lose the likeness.
Ok. Vertex IDs.. That's the issue then..
By default, Blender obj importer (atleast in my version) won't keep the vertex ID order.. When you are importing an Obj, there is an option under Geometry drop-down saying Keep Vertex order.. We need to enable it.. Thank you..👍
could you explain this a little more? I have this exact issue and when importing there is no "Geometry" drop-down only when I use the import obj (legacy) option, and even still when I use it I still have the same issue. what am I doing wrong? @@harrykurakula6390
can you make a video of body customization
Sure u can make everything
@@elvismorellidigitalvisuala6211 please show us
i say that was very apples to apples just fuji or gala. maybe its just me... and dont know how wasted countless hours as other users.. pretty explanatory everywhere and with less steps than this.. i would post but cant send link.. look at any step by step metahuman vid .. lol its all in the search like prompting ai . nice music btw.. i prefer a walk through as you are doing it imo but i already knew was just researching the difference, and was prerecorded for the time which some prefer.. but the difference in quality wasnt really shown so was just a diff mesh option with same result?.. polycam-blender-metahuman done and done all free and should know some editing/morphing/ specific app skills and settings which then yes would take hours.. people should just think of newbs who want to do this sit down and do it step by step... but guess that would be too much work for humans so have your ai do it for you. i shouldve with this comment, my bad..
what are you on about?
😋 'Promosm'