Transcripts
1. Intro to Metahumans: Welcome to these metal
humans character class. Very sad revolution
happening right now. Now, telling stories is
more important than ever. With decentralization. Freelancers and
indeed developers can have them we
approach on company, anyone can guess, gaming studio, what hat and dream big asthmatic teams
can be either gains. I'm beautiful animations. What is meant by humans create cloud-based app that algae to create high-quality
digital humans. Mainly foreign railing
giant bought also, now supporting the
best part, it's free. What you will learn
on this course, you will learn to
create them into humans that are really fully read it, the heat and humans
that can be exported to my audience for creating
video games and animation. Finally, something about me, that feature of this class. I have a little game studio. I have polluted myself some video games for iOS
and Android built on Unity. Glia. I am very passionate about
programming, about art, and I hope anybody happy to
have you here in this course? I can wait you to
start the school.
2. Metahumans Creator Overview: Okay, So welcome to this
method humans create a course in which you will learn to create your own
digital humans. For movies, animation,
and video games. What is meant by humans creator? He's an application in
the Cloud that hellos do to create high-quality
digital humans. Mainly for Unreal Engine, both work in my
year 3D software. It works in pretty
maxi studio format here for unity, for Blender. So you can, for example,
create a human and then use blender to create
something unique. And you can use
media, for example, to create to
manipulate the human. Given more properties,
AMP, make it singular. Metal humans and animation. Metal humans include a
fully Reagan skeleton so you can animate
your DTL human. You can animate the hands. You can animate
all the bodies so you can dance with
the metal human. You can perform actions, jump, anything we imagine, and you can put your sense cap, your suite for detecting
motion capture. The way you animate. You can animate manually with
software or you can have a motion capture that you put the sweeping
your body and you move. You can animate. Metal humans is a powerful tool for
creating storytelling. Remember everything, all the
world is about the stories. Unreal Engine, for example, has a special controls
for phase manipulation. Also, you can animate using your iPhone with the
application labeling. Also on real engineering has controls for volume
manipulation. So reading animation
is powerful and free. Metta humans creator is the most powerful tool
for creating 3D humans. It's easy, free, and
inclusive for everyone. During the revolution. What are you waiting
for creating that the stories that
will inspire the world.
3. Requirements -Creating & Exporting Metahumans : Meta humans created
requirements. How to create your
metal humans and export them to other softwares. The requirements, you do need an Epic Games account
that is free. So you go to Epic
Games.com slash ID is less pre-history and you register with any
of these providers. You can use Google,
Facebook, et cetera. With this epic Games account. You can go to mete human
dot Unreal Engine. You can connect to the
application that is in the Cloud to k1 beta human. For exporting the metal human, you will need to
download Excel breach. That is free and we did. You can export and downloaded metal human mass
FBX as that object. You can use it or
you can export it to Blender Maya file
and you can use it. So now let's see how
all this is done. First you go to the Epic
Games register page. We'll say Nope, with woul will use an account in with all. Then I will go to
metal human dotted real angina may refresh. Okay, So then I will go to mete human dot in real
engineering.com. I will refresh and
I will reload. This will take a minute and
you will connect to a server. We will be able to
create them into humans. So I'm going to fast-forward
through usually application. I may enter. It can take a few
minutes, so be patient. Okay, so as you see, I have created two Meta humans. I have created Madeline,
Madeline and origins. Here you can click
on and it selected. Here. You can see all
the application working. Here. You can stop the preview. Here. You can scoop. Finally, when you have created
your metal human, you need to export it. For example, I can change
the nose, the eyes. Even. For example. When you finish your map a
human, you need to export it. So we're going to
quick sell dot breach. We ought to Quicksilver reach
to export them into human. You need to download breach. When you download your open. Once you have downloaded
weeks and breach, you can go, you open the bridge and
you click on Sign-in. With Epic Games. We say Ghoul. Here must be you
epi games account. The idea is that you can, you can export your Meta humans. You can see all the presets,
metal human presets. You can see your metal
humans moment the humans. This is Madeline. I created this matter human. And also you can set the
resolution for exporting. You can choose here
newer export settings. If you are exporting for
on real NDI or my yet only only gain supporting. I don't have Maya installed. I haven't real whenever it is. Okay, you need to
open your unreal and you actually click
on here on export.
4. Create a Metahuman: Let's create our
first not a human. You need to go to mete human
dot Unreal Engine.com. You need to refresh,
reload. New session. As I said, it will
take some minutes. So I will fast-forward to start with the application
that is in the Cloud. We see you in some seconds. Once you have
loaded, you can see your metal humans here on
the amendment or humans, or you can create
the numerator human. We click on Create. Here under
the gradients are human. You can take someone as a base. So for example, let's
take a manual as a base. The chapters where we are people or they utilize using
databases and big data. It was an epic work
from Epic Games. You click on Next. And as you can see, we can start modifying from this
base match the chapter. You can stop the preview. And we can start in
the sculpting mode. And we can change the face. We can click on. We can move
these these body parts. In the next tutorial,
we're going to see the viewport
control that resists. Went to see the face, the hair, and the body. Finally, how to export it? We have created our first met a human here you can
change the name. Let's rename the
metal human name. I'm going to try to
build my grandfather. This is the way we call
him here in Latin America. So I'm very happy
to have you here. And in the next tutorial, we're going to see
the magic happen.
5. Viewport Controls 1: Okay, so now we're going to see metta human skater
viewport controls. What is the viewport control? The view port is where you
set up a template view, all the changes that you have
made to your metal human. We like the container
for all the changes you look at artistic
and technical level to the human needs are human. The first element of the
viewport using the upside. Okay, so at the top we have the viewport environment
and quality toolbar. So we can see as first
the environment, second camera, the quality of rendering for the
level of detail. Find the clay six remote all her groom and
saving the hotkeys. Now let us see this in action. Okay, so here we have
the application. We can see here the environment. We can change the environment. For example, this
is you can change, in some cases, the rotation. Okay, So for example,
let's see this far side. You can change the
background color. For example. The second
element is a camera, and it has these
shortcuts with the number one I click,
you get the phase. Number two, I click it. You get the body. Number three, you get
the torso for the legs, five feet, and six, you get the parcel. Number one of your keyboard. You get the face. Next is equality. We can, for example, select
epic quality. Is the level of detail. You can, for example, change the less,
just for example, seven minimum level of detail. So 0 is the hanging. 1170 is, for example, how it will render in an
ambulance, for example. Next is to work clay material. We can work with clay, useful for seeing some extra
details in some cases. Then we can hide the hair to work better
in all the patterns, the face, facial patterns. The seventies, the hotkeys. They appear. Hotkeys
for example, here the cameras we
can do, for example, for rotate, we click L.
We click the right-click. We can rotate the camera. Width L, pressing L and moving the mouse and clicking
the button of the mouse. You can rotate light by clicking the L and
only moving the mouse. Not clicking a mouse. We can put the leg
here, for example. These are the most important. You can also focus point or
I'm in this compartment, we went to see the DOM panel. There is also a
viewport control.
6. Viewport Controls 2 Influences, Sculpting, Moving Facial Features: Okay, so in the bottom
panel we have the viewport, That's cool thing and
animation to the human, and this is the bottom toolbar. The first thing we're going
to learn is to blend. The blend means finding
initial influences, like imagine that
their ancestors, he will inherit
some of the traits by adjusting the fetus
specific features of the face. So blending is a
destructive operation and is recommended to be
set at the beginning. Before sculpting,
we can quickly get a rough approximation for
some initial feet to. So for example, in this
case, let's choose them. Now since those are
the influencers. As influencer. Maybe these. Now for example, if we go here, we press Control and
Life bleak, little date. For example, choose
the influence. We can choose these
fluids for these, credit Caelian for the g's. Okay, So next let's
make some sculpting. Okay, so now let us
begin sculpting. The first important tool
is the symmetry tool. There is this. There are three
presets of symmetry. We click it. We have left to right. That is, copy the positions of the left side
to the right side. We also have bright left that copy the positions of
molecules from right to left. When really the
average that finds a new midpoint by averaging
both members of both sides. So when we're using
the symmetry, remember that this is a
destructive in operation. The next tool from school
thing is this one. Select Split been playing. For beginners, you can select closest plane that
these works by, depending on your camera angle, will work by sculpting
in the plane. Or YZ, depending on
the closest view. For advanced users, there is a screen plane that
these kelp you, that this allows you to sculpt
very similar to my yam, that depending of the angle, would create an slip planes. For example, weekend
scoped the nose. We want to make a bigger nose. Your nose bigger and also why
they're soulless, changed. Now let's, for example, make the lips more open. Let's give him bigger years. Closer to his. Now, the eyes bigger, more chick. Once you're happy with
the sculpting result, we can move to the
last viewport tool. Finally, let's see the
moving facial features. So as you can see in the
official documentation, is recommended to
put the hair off. So we can put the hair off. Also. For example, in the
moving mole, the eyebrow, this control Marquis is a single qubit line following the EIDL is
quoting Mark years, three for the eyebrow
and one for the nose. This for the nose. But when you click and hold LNB of
this material contract, the group is more cues alone. To position them. You can
synchronize all the jumble. I can move. This is a row. As you can see, it has four. We can move and
position all of them. Make it pull the nose. These GK want to make it bigger. When you are happy
with the result. Where continue
working in the face. To give this chapter the
correct hair, the teeth, dice. We are also aging this chapter because it
will be a grandfather.
7. 1 Face Guide Skin: In this tutorial,
we're going to see the steam from the face panel. The first thing we need
to stop the animation, we go to esteem. We can select the skin color. This pilot is from real
colors for real people. So it's important to say
that meant that humans is built on big data
of real humans. They are constantly
improving the data set. So this tool will be amazing and it's great
for initializing a 3D digital human that can be upgraded using MATLAB or
another powerful 3D tools. And for integrating
for animation, movies and video games. We don't real engine. You have all the legal requirements to. Next. In the skin we
have the texture and the textbook
definition Green Card details the surfaces
of the face. By changing the HCL. If you move to the
right, it will age. My grandfather was here. You have the contrast
is the colors are going to give
it more contrast. And the roughness
is for dry or oily, putting less contrast and we're making this gene G. You
can see more orally, he is more delay. Now, let's see freckles. So you can see no
freckles, medium freckles. More than medium. And a lot of records
my father had lake. These freckles. You can also change
the density here. Strength. There's operation. Shift. Finally, the accents. You can select. You can work in any specific. For example, we can put more
grandness and the cheeks. Also in the upper part. If you don't like it, you can click on clear that selected or click Clear will
delete everything. So let's start again. This gene is done. Now let's work with the ice.
8. 2 Face Guide Eyes: Okay, so now let's
work with the ice. As you can see, we can
pick some presets. Presets as a starting point. There are properties
that you can use to customize geometry human
as a initial state. For example, we can
pick these preset. From this. We're going to work
first with the iris. The base color is
this the main ring? The detail color is the
outer ring of the eye. So for base color, for example, let's work with the person
that has eternal chromium. We work first with the left. And it's going to be like black, is going to be brown,
going to be green. We see someone that
has it below chromium. The color balance. Here we can adjust
the color balance. The smoothness. For example, for size. Here we can select
other patterns. For example, you can test with other patterns like this one. For the left. Picking this one. Remember, no human
has two same eyes. They are different
even of color, sometimes with a
thorough chromium. Both at least never
twice are the same. So for example, we can
see in this panel, the way scholar, as we see
is the ice primary colored. There it is operation. This one is, it intensifies
the base color of the IDs, making it less or more vibrant. For example, let, let's give
more vibrant the left color. Now the size and pattern. This is the patterns. The size easy one. So we can change the size. Varying the size, for example, let's do it with the right one. It will change the size. We will make a smaller. You can see it changing both the base color and detail color is changing. Now, let us work
with the sclera, the white part of the eye. As you can see, we
can pick the colors. These are colors
from real humans. So we can pick,
for example, both. We can pick the left one. We can have more brightness. So let's see. You can configure both
eyes simultaneously. Or when I buy one ie, we can use a tint to set a realistic I don't
for the sclera, the brightness property is essential of the
intensity of the color. The tint color can be more
brightness or LED brightness. Then there are two layers of
veins that can be rotated. Here we can see the
veins rotation. We can add more vascularity. This means that divisibility of the secondary layer
of veins being 0, not BC wall and being
one. A lot of Bain's. Let me see, we cancel. As you can see here. You can see the veins. No bates. I think this is common. On the Explorer.
You can see here. This cleaner rotation. Brightness. Amazing. With this, we have finished the
tutorial for the eyes.
9. 3 Face Guide Teeth: Okay, so now let's
work with the teeth. So for this we need to stop the preview and we go
here to the teeth. You can zoom out or you can all be leaking
the right mouse button. We can zoom in to see TD attributes customize the look of metal
humans did the look, and the color
combination amount. Here in the topmost section. You have various control
points that you can adjust. Each control point corresponds
to a different part. The teeth and gums available
for the drop-down menu. So for example,
this is a length. So there are three
ways to change. One attribute you can
change by switching here. The attribute you
can change here. You can enter acute stone value. For example, if
you went very big, one being the greatest
and 0 being the lowest, minus one being the lowest. You can also change
the attribute by dragging individual
control points in this slider using this slider
or entering the value. Now let us see how
to adjust the teeth. Gums and black gum color
is also the tongue. So you can do both. You can put that
has black color. You can control the job open, how wide the mouth is
open so you can work and you can see the black amount. Wonderful. This tool
is very powerful to customize the tip of your
metal human. Keep ongoing.
10. 4 Face Guide Makeup: Okay, so now we're going
to see the makeup. So we click on Merlin and
we're going to click on Edit. We're going to stop the preview. We're going to go to the
makeup a little bit. From this side. The first step is to enable, to
apply foundation. And you can test all the
colors like this one. Also, you can adjust
the intensity, 0 being the less likely
this and the roughness. The consilience affects the area on the genome into humans eyes. Use the slider to
control the intensity. As you see. Here is changing. So here you see, I like this way. Now let us go to the eyes. Okay, so for the eyes we
have a selection that help us define shallow and the net. For example, I like this one. You can control the color. You can further control with the roughness,
transparency, the metal. When you have the one you like, let's go to blush. There are different shapes. The shapes, you can select
the color and make a pink. You select your you can control the
intensity. Roughness. Make more amorphous.
When you like. Let's go finally to a leaps. We can choose I like contest. I liked the first one. You can see transparency,
the roughness. We can pick the color. You like it. We can click on play to see the preview
with animation. So perfect, we have
covered makeup. Finally, you can
see our character modelling without width makeup.