WEBVTT 1 00:00:23.975 --> 00:00:24.825 Hello everyone 2 00:00:24.825 --> 00:00:27.325 Unreal Engine Third party solution introduction and its use 3 00:00:27.325 --> 00:00:30.425 Lecturer, Sangmyeong University Professor Cho Ok-hee 4 00:00:30.425 --> 00:00:34.425 The function that was an issue in Unreal 5 00:00:34.425 --> 00:00:37.275 Metahuman Creator introduction and its use 6 00:00:37.275 --> 00:00:39.375 We'll get to know this 7 00:00:39.375 --> 00:00:41.975 When MetaHuman started making the news 8 00:00:41.975 --> 00:00:44.925 it was when the concept itself of digital humans was a hot topic 9 00:00:45.315 --> 00:00:46.765 So of course there are ways to create digital humans 10 00:00:46.765 --> 00:00:49.225 that does not involve Unreal 11 00:00:49.225 --> 00:00:52.375 You can do it with Blendr, or various other 3D graphics programs 12 00:00:52.375 --> 00:00:55.775 Or even scanning technology 13 00:00:55.775 --> 00:00:58.375 Digital humans were created in a plethora of ways 14 00:00:58.625 --> 00:01:00.274 And the reason that digital humans 15 00:01:00.274 --> 00:01:02.324 became such a popular topic 16 00:01:02.324 --> 00:01:05.474 is because there were a lot of actual instances 17 00:01:05.474 --> 00:01:07.374 of digital humans acting as virtual celebrities and models 18 00:01:07.374 --> 00:01:11.174 They of course still exist right now 19 00:01:11.174 --> 00:01:13.674 But there are now so many of them 20 00:01:13.674 --> 00:01:17.074 that they individually don't get much attention anymore 21 00:01:17.074 --> 00:01:19.974 Anyway, MetaHuman is a powerful tool 22 00:01:19.974 --> 00:01:22.574 for creating realistic human models in Unreal 23 00:01:22.574 --> 00:01:24.564 and though it doesn't garner as much attention as it much did 24 00:01:24.564 --> 00:01:26.824 it is still a popular tool 25 00:01:26.824 --> 00:01:30.045 and will be in the future 26 00:01:30.595 --> 00:01:33.274 What you are seeing right now 27 00:01:33.274 --> 00:01:35.154 Is a screenshot of a MetaHuman from the Unreal homepage 28 00:01:35.154 --> 00:01:37.974 Even if you look really up close 29 00:01:37.974 --> 00:01:41.924 it has such high quality graphics 30 00:01:41.924 --> 00:01:45.724 that you could mistake it for a real photo 31 00:01:45.724 --> 00:01:48.624 What is important is that 32 00:01:48.624 --> 00:01:50.724 when you modify a character like this the way you like 33 00:01:50.724 --> 00:01:53.035 usually that is called customization 34 00:01:53.035 --> 00:01:55.595 If you have ever played a game 35 00:01:55.595 --> 00:01:58.624 you will have customized your character, or avatar, before 36 00:01:58.624 --> 00:02:02.375 Especially if you have played MMORPGs 37 00:02:02.375 --> 00:02:04.474 where character customization is extremely detailed 38 00:02:04.474 --> 00:02:07.535 If you just put in the time and effort 39 00:02:07.535 --> 00:02:10.675 You could make your character look exactly like your favorite celebrity 40 00:02:10.675 --> 00:02:12.264 Detailed customization systems like those 41 00:02:12.264 --> 00:02:14.274 had been a big issue 42 00:02:14.274 --> 00:02:15.654 What MetaHuman is, though 43 00:02:15.654 --> 00:02:17.955 is beyond that level of customization 44 00:02:17.955 --> 00:02:24.095 You can make the MetaHuman look any ethnicity, modify every single hair, eye color, teeth color, jawline 45 00:02:24.095 --> 00:02:28.495 wrinkles in the skin, the slant of each eye 46 00:02:28.495 --> 00:02:30.055 And freckles, of course are also modifiable 47 00:02:30.055 --> 00:02:33.374 Hair-related options are especially detailed 48 00:02:33.374 --> 00:02:37.624 You will really feel the detail if you zoom in 49 00:02:37.624 --> 00:02:42.834 MetaHumans are literally that 50 00:02:42.834 --> 00:02:44.574 A system that allows you to easily create 51 00:02:44.574 --> 00:02:48.274 Hyper-realistic, not at all cartoonish, characters 52 00:02:48.274 --> 00:02:52.374 of various ethnicities and ages 53 00:02:52.374 --> 00:02:54.675 It was a big issue when it first came out 54 00:02:54.675 --> 00:02:58.414 Unreal already had 55 00:02:58.414 --> 00:03:00.923 a total of 5 versions 56 00:03:00.923 --> 00:03:03.223 Unreal did make news every time 57 00:03:03.223 --> 00:03:04.673 It got a major update 58 00:03:04.673 --> 00:03:08.623 But MetaHumans was especially big news 59 00:03:08.623 --> 00:03:10.774 And due to MetaHumans becoming popular 60 00:03:10.774 --> 00:03:15.014 digital humans in general became a hot topic along with it 61 00:03:15.014 --> 00:03:16.773 And they became a consistent thing 62 00:03:16.773 --> 00:03:18.923 Game developers used MetaHumans 63 00:03:18.923 --> 00:03:21.073 to create historical figures 64 00:03:21.073 --> 00:03:22.873 and made them appear in the game 65 00:03:22.873 --> 00:03:25.195 That was one of the things that made headlines 66 00:03:25.195 --> 00:03:27.423 If you just tried 67 00:03:27.423 --> 00:03:29.395 you could make literally any person 68 00:03:29.395 --> 00:03:33.994 Asian, European, African, it doesn't matter 69 00:03:33.994 --> 00:03:35.473 Just put in enough time 70 00:03:35.473 --> 00:03:38.923 and you could make any person in high quality 71 00:03:38.923 --> 00:03:40.573 But if you wanted to make 72 00:03:40.573 --> 00:03:42.794 a realistic human character through Unreal 73 00:03:42.794 --> 00:03:46.115 do you have to buy an expensive preset from the marketplace? 74 00:03:46.115 --> 00:03:49.434 Not really 75 00:03:49.434 --> 00:03:51.773 I think you should think about how you could create one yourself, first 76 00:03:51.773 --> 00:03:53.675 When I was first learning about graphics 77 00:03:53.675 --> 00:03:55.035 and I mean 3D graphics here 78 00:03:55.035 --> 00:03:57.273 I started from simple modeling 79 00:03:57.273 --> 00:03:58.994 then tried to finish creating a character 80 00:03:58.994 --> 00:04:02.914 Then I started to give characters fur and fabric effects 81 00:04:02.914 --> 00:04:04.723 Then finally there is the rendering 82 00:04:04.723 --> 00:04:07.675 At this stage, you can consider yourself somewhat experienced in 3D graphics 83 00:04:07.675 --> 00:04:11.434 But if you wanted to skip these steps 84 00:04:11.434 --> 00:04:14.514 and just dive into creating human characters 85 00:04:14.514 --> 00:04:17.195 that is when you need to use Unreal 86 00:04:17.195 --> 00:04:20.523 If you didn't have Unreal, how could you possibly create something like MetaHuman? 87 00:04:20.523 --> 00:04:23.673 And get all of the details right? 88 00:04:23.673 --> 00:04:25.923 I will show you the MetaHumans window later 89 00:04:25.923 --> 00:04:27.395 But what is important is 90 00:04:27.395 --> 00:04:30.955 MetaHumans get even more amazing close up 91 00:04:30.955 --> 00:04:33.845 You can see that even all the pores are rendered 92 00:04:34.195 --> 00:04:36.073 So, if you are going to work on MetaHumans 93 00:04:36.073 --> 00:04:39.035 It seems at first glance your computer has to be high performance 94 00:04:39.035 --> 00:04:40.835 But does it really? 95 00:04:40.835 --> 00:04:44.723 Think about that as well 96 00:04:44.723 --> 00:04:48.074 Of course, we have better infrastructure than before 97 00:04:48.074 --> 00:04:51.914 Getting a PC built 10 years ago 98 00:04:51.914 --> 00:04:55.035 And building a PC now with the same budget 99 00:04:55.035 --> 00:04:57.572 are two completely different experiences 100 00:04:57.572 --> 00:05:01.475 3D will run on an office laptop 101 00:05:01.475 --> 00:05:03.922 But Unreal generally requires 102 00:05:03.922 --> 00:05:07.122 a bit more computing power 103 00:05:07.122 --> 00:05:09.972 So you should put that into consideration 104 00:05:09.972 --> 00:05:13.822 But if you want a cartoonish look 105 00:05:13.822 --> 00:05:16.222 Unreal is a bit weak in that field 106 00:05:16.222 --> 00:05:20.114 Systems like VRoid Studio are better for that 107 00:05:20.114 --> 00:05:22.172 Unreal is all about realism 108 00:05:22.172 --> 00:05:26.515 So you should consider how much experience and knowledge you have about this field 109 00:05:26.515 --> 00:05:29.822 And look up some news about MetaHumans 110 00:05:29.822 --> 00:05:32.572 before starting this lesson 111 00:05:32.572 --> 00:05:35.272 Here's an outline of 112 00:05:35.272 --> 00:05:37.222 what we will learn today 113 00:05:37.222 --> 00:05:42.394 First, if you have never used the MetaHuman Creator before 114 00:05:42.394 --> 00:05:45.622 of course you will not know what the interface does, or anything 115 00:05:45.622 --> 00:05:47.922 So we will go over the basic concept of MetaHumans 116 00:05:47.922 --> 00:05:50.422 and how to use it, first 117 00:05:50.422 --> 00:05:53.674 Next we will also learn about 118 00:05:53.674 --> 00:05:56.315 How to create a MetaHuman character 119 00:05:56.315 --> 00:05:58.772 and how to customize it the way you want 120 00:05:58.772 --> 00:06:02.772 After that is creating MetaHumans and how to manage MetaHuman assets 121 00:06:02.772 --> 00:06:06.222 Creating a MetaHuman will take a lot of memory 122 00:06:06.222 --> 00:06:09.222 because they have details about every single hair 123 00:06:09.222 --> 00:06:11.795 We will learn about 124 00:06:11.795 --> 00:06:13.915 whether you can keep that information in the cloud 125 00:06:13.915 --> 00:06:16.122 or if you have to store it yourself 126 00:06:16.122 --> 00:06:18.595 Next, the character has to be brought to Unreal 127 00:06:18.595 --> 00:06:20.022 How you can import it 128 00:06:20.022 --> 00:06:22.522 and what additional installments you need to do so 129 00:06:22.522 --> 00:06:25.515 and are MetaHumans an Unreal feature? 130 00:06:25.515 --> 00:06:28.922 Those topics we will also take a look at 131 00:06:28.922 --> 00:06:32.922 Basic Concept of MetaHuman Creator and How to Use It 132 00:06:33.550 --> 00:06:38.500 First let's take a look at what MetaHumans are to begin with 133 00:06:38.500 --> 00:06:43.272 MetaHumans cannot be described as 134 00:06:43.272 --> 00:06:45.772 simply 'realistic' 135 00:06:45.772 --> 00:06:48.772 They are extremely realistic 136 00:06:48.772 --> 00:06:51.972 'Hyperrealistic' would be a better word 137 00:06:51.972 --> 00:06:56.221 MetaHuman is a tool that allows you 138 00:06:56.221 --> 00:06:58.671 to create hyperrealistic human characters 139 00:06:58.671 --> 00:07:01.721 and make them make various movements or facial expressions 140 00:07:01.721 --> 00:07:04.871 If you look at this image 141 00:07:04.871 --> 00:07:07.571 A lot of the time people of African descent 142 00:07:07.571 --> 00:07:09.321 in video games are not rendered realistically 143 00:07:09.321 --> 00:07:11.271 they will just have brown, smooth skin 144 00:07:11.271 --> 00:07:12.871 in a lot of adventure games 145 00:07:12.871 --> 00:07:15.721 But with MetaHumans you can render 146 00:07:15.721 --> 00:07:18.371 the little spots and wrinkles on their skin 147 00:07:18.371 --> 00:07:20.921 There are also slight bags under the person's eyes 148 00:07:20.921 --> 00:07:23.371 So MetaHumans can be described as 149 00:07:23.371 --> 00:07:26.821 characters that can be made not just to resemble real humans 150 00:07:26.821 --> 00:07:29.721 but be completely photorealistic 151 00:07:29.721 --> 00:07:32.071 Of course they are used in video games 152 00:07:32.071 --> 00:07:34.821 They are also used to make short-form videos 153 00:07:34.821 --> 00:07:37.821 A lot of commercials and music videos 154 00:07:37.821 --> 00:07:39.821 are also created using Unreal 155 00:07:39.821 --> 00:07:43.971 MetaHumans can be set up to act in those kinds of media 156 00:07:43.971 --> 00:07:45.871 and filmmaking as well 157 00:07:45.871 --> 00:07:47.621 since they are so high-quality 158 00:07:47.621 --> 00:07:50.321 The image you saw just now 159 00:07:50.321 --> 00:07:52.521 is indistinguishable from an actual photo 160 00:07:52.521 --> 00:07:56.071 I did tell you beforehand that it is from Unreal's homepage 161 00:07:56.071 --> 00:07:57.521 But if I had not told you 162 00:07:57.521 --> 00:08:00.921 I think a lot of you would have mistaken it for a photo 163 00:08:00.921 --> 00:08:02.621 Especially the eyes 164 00:08:02.621 --> 00:08:04.771 So there are the irises and there are the eye whites 165 00:08:04.771 --> 00:08:06.771 The eye whites are not 100% white 166 00:08:06.771 --> 00:08:09.171 To be realistic, there should be blood vessels 167 00:08:09.171 --> 00:08:11.621 and some blemishes there 168 00:08:11.621 --> 00:08:14.421 And they are all there 169 00:08:14.421 --> 00:08:15.971 This technology is used to make 170 00:08:15.971 --> 00:08:18.321 realistic renders of humans in games, movies, 171 00:08:18.321 --> 00:08:21.421 virtual or agumented reality projects 172 00:08:21.421 --> 00:08:24.721 And there are actual animations or short from videos 173 00:08:24.721 --> 00:08:26.521 made purely with MetaHumans 174 00:08:26.521 --> 00:08:30.521 It's pretty obvious that you could create works just with MetaHumans 175 00:08:30.521 --> 00:08:32.421 And they will keep receiving updates 176 00:08:32.421 --> 00:08:34.221 and thus becoming more realistic 177 00:08:34.221 --> 00:08:35.871 Since Unreal keeps getting updates 178 00:08:35.871 --> 00:08:38.371 and artificial intelligence gets better 179 00:08:38.371 --> 00:08:39.721 Some other ways 180 00:08:39.721 --> 00:08:41.171 that MetaHumans can be utilized are 181 00:08:41.171 --> 00:08:44.471 a plugin that you can input text into, and a MetaHuman will read it 182 00:08:44.471 --> 00:08:47.921 Facial capture and motion capture has been possible for a while 183 00:08:47.921 --> 00:08:50.321 So even movie stars 184 00:08:50.321 --> 00:08:52.670 would not have to act themselves 185 00:08:52.670 --> 00:08:55.070 and AI could theoretically take their place 186 00:08:55.070 --> 00:08:59.320 And soon it will be possible to create MetaHumans 187 00:08:59.320 --> 00:09:01.920 by scanning actual peoples' faces and turning them into models 188 00:09:01.920 --> 00:09:04.270 With high-quality sources like that 189 00:09:04.270 --> 00:09:06.370 Movies will not need real actors 190 00:09:06.370 --> 00:09:09.370 That kind of era is not that far away 191 00:09:09.370 --> 00:09:11.470 And that technology is already partially being used 192 00:09:11.470 --> 00:09:13.720 You can create a real-looking human character 193 00:09:13.720 --> 00:09:15.620 in a matter of minutes 194 00:09:15.620 --> 00:09:19.470 With a few hours you can make it closer to a real human 195 00:09:19.470 --> 00:09:23.000 Because the system UI is so intuitive 196 00:09:23.000 --> 00:09:25.670 I would say you only need half an hour 197 00:09:25.670 --> 00:09:28.470 to make something quite good 198 00:09:28.470 --> 00:09:30.820 Primary Features of MetaHuman 199 00:09:30.820 --> 00:09:32.770 The first is obviously hyperrealism 200 00:09:32.770 --> 00:09:36.120 Like in the 'photo' I showed you before 201 00:09:36.120 --> 00:09:40.000 You can create extremely realistic characters 202 00:09:40.000 --> 00:09:43.100 The user can modify various facial features, the skin color, 203 00:09:43.100 --> 00:09:45.670 and hairstyle 204 00:09:45.670 --> 00:09:49.270 This is how you can create a unique human character 205 00:09:49.270 --> 00:09:52.970 And the presets are very diverse 206 00:09:52.970 --> 00:09:57.070 There are more Eastern people, Western people, old people, and children 207 00:09:57.070 --> 00:10:00.770 And as diverse the presets are 208 00:10:00.770 --> 00:10:04.470 the customization system is so good 209 00:10:04.470 --> 00:10:07.670 you could begin with a preset and make it look like someone 210 00:10:07.670 --> 00:10:10.220 from a different part of the world 211 00:10:10.220 --> 00:10:13.470 You could make the MetaHuman look just like your parents 212 00:10:13.470 --> 00:10:15.470 or yourself 213 00:10:15.470 --> 00:10:18.120 Or a celebrity you like 214 00:10:18.120 --> 00:10:21.220 There are so many details you can control 215 00:10:21.220 --> 00:10:24.220 which allows you to make a realistic human 216 00:10:24.220 --> 00:10:28.920 You can modify skin tone, blush, wrinkles, eyelashes, eyebrows, 217 00:10:28.920 --> 00:10:33.970 how the forehead looks, wrinkles around the mouth, you name it 218 00:10:33.970 --> 00:10:37.120 And the iris you can not only change the color 219 00:10:37.120 --> 00:10:40.700 but your iris actually has a different shape depending on your descent 220 00:10:40.700 --> 00:10:42.820 You can even modify that 221 00:10:42.820 --> 00:10:46.220 And how the white of the eye looks 222 00:10:46.220 --> 00:10:48.720 Because of that, of course 223 00:10:48.720 --> 00:10:52.069 you can make it so realistic 224 00:10:52.069 --> 00:10:55.169 that the character looks real even close up 225 00:10:55.169 --> 00:10:57.769 You can use the MetaHumans for animation 226 00:10:57.769 --> 00:11:01.269 and of course you can import them onto Unreal to use them in games 227 00:11:01.269 --> 00:11:04.319 MetaHuman also provides tools 228 00:11:04.319 --> 00:11:08.369 to animate facial expressions, how the mouth looks, and body motions 229 00:11:08.369 --> 00:11:13.119 For example speaking, reactions, and expressing emotions 230 00:11:13.119 --> 00:11:18.020 All of those complex human motions can be done in real time 231 00:11:18.020 --> 00:11:20.069 Motions like speaking, reactions, emotes, basic motions 232 00:11:20.069 --> 00:11:24.369 They are in the menu by default 233 00:11:24.369 --> 00:11:26.319 Once you complete your character 234 00:11:26.319 --> 00:11:31.219 You will see that there are emotes for basic emotions such as 235 00:11:31.219 --> 00:11:34.319 anger, joy, sadness, happiness, you can click on them and your character will do it 236 00:11:34.319 --> 00:11:38.180 There are some basic preset motions as well 237 00:11:38.180 --> 00:11:41.119 If you click on them 238 00:11:41.119 --> 00:11:43.019 you can see your character not just stand there 239 00:11:43.019 --> 00:11:46.919 but move in different ways 240 00:11:46.919 --> 00:11:49.019 Next is integration and compatibility 241 00:11:49.019 --> 00:11:51.469 Because MetaHumans are high-quality assets 242 00:11:51.469 --> 00:11:53.919 once you've created one, it's great for making still images 243 00:11:53.919 --> 00:11:56.619 You could just take a screenshot of your character 244 00:11:56.619 --> 00:11:59.319 But to do other things you have to make it move 245 00:11:59.319 --> 00:12:01.169 For that kind of task 246 00:12:01.169 --> 00:12:03.369 you would have to go to Unreal 247 00:12:03.369 --> 00:12:05.469 Once you have created a MetaHuman 248 00:12:05.469 --> 00:12:09.119 it's easy to integrate it into an Unreal project 249 00:12:09.119 --> 00:12:12.819 Just download it and then import it using the Add button 250 00:12:12.819 --> 00:12:14.319 But you also have to consider compatibility 251 00:12:14.319 --> 00:12:17.620 with other software and platforms 252 00:12:17.620 --> 00:12:20.919 Compatibility with other software allows game and content creators 253 00:12:20.919 --> 00:12:24.219 to use MetaHumans in various ways 254 00:12:24.219 --> 00:12:27.269 So compatibility 255 00:12:27.269 --> 00:12:28.769 This is a very important concept 256 00:12:28.769 --> 00:12:32.569 You've created a nice MetaHuman from the interface 257 00:12:32.569 --> 00:12:34.569 But if you can't take it to another program 258 00:12:34.569 --> 00:12:36.869 Then it's no use at all 259 00:12:36.869 --> 00:12:39.619 So, if you import a MetaHuman to Unreal 260 00:12:39.619 --> 00:12:41.769 You can make it move 261 00:12:41.769 --> 00:12:43.619 or implement motion using the framework it has 262 00:12:43.619 --> 00:12:47.918 In Unreal, if you turn on a default first- or third- person project 263 00:12:47.918 --> 00:12:51.468 you get a default silver colored character 264 00:12:51.468 --> 00:12:55.220 It's called the mannequin 265 00:12:55.220 --> 00:12:58.168 You can change it for a MetaHuman 266 00:12:58.168 --> 00:13:01.418 And try playing the game with a MetaHuman 267 00:13:01.418 --> 00:13:04.740 You just have to retarget the animation and tweak a few settings 268 00:13:04.740 --> 00:13:09.118 What makes that procedure such a breeze 269 00:13:09.118 --> 00:13:11.118 is the MetaHuman system 270 00:13:11.118 --> 00:13:14.618 And Epic Games runs the cloud based platform 271 00:13:14.618 --> 00:13:18.068 called MetaHuman Creator, which is very important 272 00:13:18.568 --> 00:13:20.368 because, I will explain to you 273 00:13:20.368 --> 00:13:22.468 in detail later, but 274 00:13:22.468 --> 00:13:25.568 the creation process is not done in Unreal 275 00:13:25.568 --> 00:13:27.779 it is done on the web 276 00:13:27.779 --> 00:13:29.718 It's kind of like web-based games 277 00:13:29.718 --> 00:13:31.718 Some games run on the web 278 00:13:31.718 --> 00:13:33.768 and have nothing to do with the specs of your computer 279 00:13:33.768 --> 00:13:36.818 all you need is a stable internet connection 280 00:13:36.818 --> 00:13:39.460 So you should think of it as like a web-based game 281 00:13:39.460 --> 00:13:41.518 becuase MetaHuman Creator is cloud based 282 00:13:41.518 --> 00:13:45.868 you log in and create your MetaHuman on an internet browser window 283 00:13:45.868 --> 00:13:49.380 so it has nothing to do with Unreal until you download 284 00:13:49.380 --> 00:13:52.668 When you want to create, you first go to Quixel Bridge 285 00:13:52.668 --> 00:13:55.818 and click on MetaHumans to begin creating 286 00:13:55.818 --> 00:13:59.418 Anyway, you can choose your MetaHuman preset, change the hair color 287 00:13:59.418 --> 00:14:04.468 change the eye color, change the expression, all on the web 288 00:14:04.468 --> 00:14:07.868 which means anyone can try creating one, even if they won't import it 289 00:14:07.868 --> 00:14:09.018 Because Unreal generally 290 00:14:09.018 --> 00:14:11.468 requires high spec hardware to run 291 00:14:11.468 --> 00:14:14.868 A lot of people will just be unable to even install it 292 00:14:14.868 --> 00:14:17.168 if they use computers made for office work 293 00:14:17.168 --> 00:14:19.718 Even if your computer can run 3D graphics 294 00:14:19.718 --> 00:14:23.118 It has to be a bit better than the bottom line to run Unreal properly 295 00:14:23.118 --> 00:14:25.868 But MetaHuman Creator 296 00:14:25.868 --> 00:14:28.068 can be tried easily by anyone 297 00:14:28.068 --> 00:14:29.860 if you can just connect to Bridge 298 00:14:29.860 --> 00:14:33.168 so anyone with an internet connection, basically 299 00:14:33.168 --> 00:14:36.568 because Quixel Bridge is a library based in the cloud 300 00:14:36.568 --> 00:14:39.618 And the user can save their character as well 301 00:14:39.618 --> 00:14:41.968 so you can save your character in the cloud 302 00:14:41.968 --> 00:14:44.268 without even needing to download it 303 00:14:44.268 --> 00:14:47.718 in MetaHuman Quixel Bridge - MetaHumans - My MetaHumans 304 00:14:47.718 --> 00:14:50.367 all of the MetaHumans you have worked on are saved 305 00:14:50.367 --> 00:14:53.117 Even if you do not download them 306 00:14:53.117 --> 00:14:56.267 they are all stored in the cloud 307 00:14:56.267 --> 00:14:58.417 This way, the user can access and use 308 00:14:58.417 --> 00:15:01.717 a variety of human characters 309 00:15:01.717 --> 00:15:05.117 The concept that it is cloud based, that is the core concept 310 00:15:05.117 --> 00:15:06.717 Before this lesson 311 00:15:06.717 --> 00:15:08.567 you may have thought 312 00:15:08.567 --> 00:15:10.867 "Doesn't MetaHumans run entirely on Unreal?" 313 00:15:10.867 --> 00:15:12.867 But it is a menu in Quixel Bridge 314 00:15:12.867 --> 00:15:14.517 and you access it through the cloud 315 00:15:14.517 --> 00:15:17.299 You should keep that point in mind 316 00:15:17.299 --> 00:15:19.417 Of course you can use it even with a slow internet 317 00:15:19.417 --> 00:15:21.217 But to keep loading data quickly enough 318 00:15:21.217 --> 00:15:23.467 you should have a better connection 319 00:15:23.467 --> 00:15:25.917 For example, while working on your MetaHuman 320 00:15:25.917 --> 00:15:27.367 you spin your character around 321 00:15:27.367 --> 00:15:30.667 If your internet speed is slow, your character 322 00:15:30.667 --> 00:15:32.267 would spin kind of like this 323 00:15:32.267 --> 00:15:35.117 The pixels would also break a bit 324 00:15:35.117 --> 00:15:38.267 Even zooming in or out 325 00:15:38.267 --> 00:15:41.217 in an environment with a faster connection 326 00:15:41.217 --> 00:15:44.917 every single hair would be visible in high quality 327 00:15:44.917 --> 00:15:48.067 but if you are on a slower connection 328 00:15:48.067 --> 00:15:50.867 sometimes the character will become blurry 329 00:15:50.867 --> 00:15:53.017 when you zoom in or out, or when you move the character 330 00:15:53.017 --> 00:15:55.317 Why? Because it is a cloud based platform 331 00:15:55.317 --> 00:15:57.867 You should really use it on a fast internet 332 00:15:57.867 --> 00:16:00.267 I have to stress this point 333 00:16:00.267 --> 00:16:03.417 Now then, I will show you 334 00:16:03.417 --> 00:16:07.317 how to actually use MetaHuman Creator 335 00:16:07.317 --> 00:16:09.567 Because it's Unreal Engine 336 00:16:09.567 --> 00:16:12.467 everything can be accessed from the right click menu 337 00:16:12.739 --> 00:16:14.467 On the upper part of the right click menu 338 00:16:14.467 --> 00:16:17.660 is an option called Add Quixel Content 339 00:16:17.660 --> 00:16:22.067 This is a feature that first appeared in version 5.0 340 00:16:22.067 --> 00:16:26.517 So if it is not on the menu in your version of Unreal 341 00:16:27.417 --> 00:16:28.917 in older verisons 342 00:16:28.917 --> 00:16:32.167 there was a separate way to connect to Quixel 343 00:16:32.167 --> 00:16:34.567 There are guides to that on the internet 344 00:16:34.567 --> 00:16:36.767 So it's easy to get it connected 345 00:16:36.767 --> 00:16:38.517 Most of you I think will use 5.0 or later versions 346 00:16:38.517 --> 00:16:41.017 And they will all have the Add Quixel Content option 347 00:16:41.017 --> 00:16:42.867 I hope that helps 348 00:16:42.867 --> 00:16:47.266 But sometimes there is a case 349 00:16:47.266 --> 00:16:49.816 where the menu will not show up even on 5.0 or later 350 00:16:49.816 --> 00:16:52.066 Even if all the settings are set to default 351 00:16:52.066 --> 00:16:53.716 the option might not be there 352 00:16:53.716 --> 00:16:55.566 In that situation, you should look at Plugins 353 00:16:55.566 --> 00:16:57.899 and Pixel Bridge Plugin will be in that list 354 00:16:57.899 --> 00:16:59.816 Turn it on and reboot Unity 355 00:16:59.816 --> 00:17:04.166 and it will show up in the right click menu 356 00:17:04.166 --> 00:17:07.416 So, I repeatedly told you that 357 00:17:07.416 --> 00:17:08.716 you don't need a high spec computer to do this 358 00:17:08.716 --> 00:17:11.016 Why? Because it runs on the web 359 00:17:11.016 --> 00:17:16.066 The creation, basic controls, and facial expressions can be done on the web 360 00:17:16.066 --> 00:17:18.516 Only after importing to Unreal 361 00:17:18.516 --> 00:17:21.866 do you need to actually work in Unreal 362 00:17:21.866 --> 00:17:24.966 and you need a higher performance 363 00:17:24.966 --> 00:17:27.166 If your computer is very low performance 364 00:17:27.166 --> 00:17:29.716 the MetaHuman might even stop importing 365 00:17:29.716 --> 00:17:32.980 So you need a fast internet connection and a high performing computer 366 00:17:32.980 --> 00:17:36.266 Those are the things you have to be careful about 367 00:17:36.266 --> 00:17:38.316 But if your computer is low spec 368 00:17:38.316 --> 00:17:40.116 and you just want to try creating 369 00:17:40.116 --> 00:17:42.899 You can try creating MetaHumans as much as you want on Quixel 370 00:17:42.899 --> 00:17:45.229 So keep that in mind 371 00:17:45.829 --> 00:17:49.380 So as we have just seen, turn on Quixel 372 00:17:49.380 --> 00:17:51.516 Then initially in the Quixel screen 373 00:17:51.516 --> 00:17:55.566 MetaHumans is third on the Quixel menu 374 00:17:55.566 --> 00:17:59.540 There's Home, Collections, then MetaHumans 375 00:17:59.540 --> 00:18:01.816 And I and purposefully showing you 376 00:18:01.816 --> 00:18:03.566 a screenshot where I haven't logged into Quixel 377 00:18:03.566 --> 00:18:06.579 Right now there are only MetaHuman Presets on the menu 378 00:18:06.579 --> 00:18:10.216 and there is no My MetaHumans menu 379 00:18:10.216 --> 00:18:11.966 There is nothing on Local, either 380 00:18:11.966 --> 00:18:15.416 Because I have not logged in 381 00:18:15.416 --> 00:18:17.666 to Quixel Bridge right now 382 00:18:17.666 --> 00:18:20.266 If you work on a single computer 383 00:18:20.266 --> 00:18:22.566 you have to do this just once 384 00:18:22.566 --> 00:18:26.420 Right click in Unreal, open Quixel Bridge, and start working 385 00:18:26.420 --> 00:18:28.899 But first you have to log in 386 00:18:28.899 --> 00:18:31.266 There is an icon to log in 387 00:18:31.266 --> 00:18:33.916 on the top right corner 388 00:18:33.916 --> 00:18:36.899 Logging into Unreal 389 00:18:36.899 --> 00:18:39.459 is convenient if you use your Google Account 390 00:18:39.459 --> 00:18:41.459 but you can use other methods as well 391 00:18:41.459 --> 00:18:44.665 Just log in with the username you always use 392 00:18:44.665 --> 00:18:48.615 After that, the website itself is the UI 393 00:18:48.615 --> 00:18:52.365 and cloud based MetaHuman Creator system 394 00:18:52.365 --> 00:18:54.515 So when you want to work on MetaHumans 395 00:18:54.515 --> 00:18:58.659 after logging in, below the MetaHuman Presets menu 396 00:18:58.659 --> 00:19:00.665 will be a My MetaHumans menu 397 00:19:00.665 --> 00:19:03.180 And all of the MetaHumans you work on will appear there 398 00:19:03.915 --> 00:19:08.059 On the screen, you can see a lot of preset characters 399 00:19:08.059 --> 00:19:10.515 There are so many that they don't fit in a single screen 400 00:19:10.515 --> 00:19:13.365 If you scroll down, you will see a lot more presets 401 00:19:13.365 --> 00:19:17.565 As you can see, there are a variety of ethnicities and hairstyles 402 00:19:17.565 --> 00:19:20.580 People that look Black, White, or European 403 00:19:20.580 --> 00:19:25.099 Mexican, Filipino, 404 00:19:25.099 --> 00:19:27.419 and people that look Asian 405 00:19:27.419 --> 00:19:29.915 This man on the top, third from the left 406 00:19:29.915 --> 00:19:32.979 he looks like an Asian person 407 00:19:32.979 --> 00:19:34.715 His hairstyle looks familiar 408 00:19:34.715 --> 00:19:37.015 you can see this kind of style in historical dramas 409 00:19:37.015 --> 00:19:40.015 When trying to make your character look a certain nationality or gender 410 00:19:40.015 --> 00:19:44.615 The eyebrows or jaw, and hair around the mouth play an important part 411 00:19:44.615 --> 00:19:48.179 Sideburns, beards, hair 412 00:19:48.179 --> 00:19:49.965 Whether those are curly or straight 413 00:19:49.965 --> 00:19:53.820 If it's kind of frazzled, or if you should make it completely straight 414 00:19:53.820 --> 00:19:56.865 All of those you can set up 415 00:19:56.865 --> 00:19:59.065 Even the same hairstyle 416 00:19:59.065 --> 00:20:02.515 can feel really different depending on the hair texture 417 00:20:02.515 --> 00:20:04.659 And you can modify everything that I have mentioned 418 00:20:04.659 --> 00:20:07.020 So with just some time 419 00:20:07.020 --> 00:20:09.415 you could create your favorite celebrity or anyone else 420 00:20:09.415 --> 00:20:11.015 You should try it out 421 00:20:11.015 --> 00:20:14.365 Before importing, the specs of your computer don't matter 422 00:20:14.365 --> 00:20:18.865 Presets for various genders, ethnicities, and age groups are available 423 00:20:18.865 --> 00:20:22.615 And here is a tip for making characters look a certain age group 424 00:20:22.615 --> 00:20:26.515 Adult faces look a bit longer 425 00:20:26.515 --> 00:20:31.365 and a face that is more round 426 00:20:31.365 --> 00:20:32.500 or wider than it is longer 427 00:20:32.500 --> 00:20:34.215 So a bit flat 428 00:20:34.215 --> 00:20:35.615 is not very realistic for adults 429 00:20:35.615 --> 00:20:37.065 That kind of face often appears in games 430 00:20:37.065 --> 00:20:39.059 but this is a realistic model 431 00:20:39.059 --> 00:20:42.364 So a rounder face looks younger 432 00:20:42.364 --> 00:20:46.020 And about body proportions 433 00:20:46.020 --> 00:20:47.514 The shorter the lower half of the body is compared to the upper 434 00:20:47.514 --> 00:20:50.414 the younger the character looks 435 00:20:50.414 --> 00:20:53.459 The longer the lower half is 436 00:20:53.459 --> 00:20:56.464 The older the character will look 437 00:20:56.464 --> 00:20:58.464 I think that will help 438 00:20:58.464 --> 00:21:01.514 If you take the exact same face 439 00:21:01.514 --> 00:21:04.070 and keep the eyes, nose, and mouth as they are 440 00:21:04.070 --> 00:21:08.714 but change the hair color, eyebrows, and textures 441 00:21:08.714 --> 00:21:10.660 The person will look completely different 442 00:21:10.660 --> 00:21:13.900 Put in some freckles, change the eye color 443 00:21:13.900 --> 00:21:17.220 give some vibrant color to the hair and eyebrows 444 00:21:17.220 --> 00:21:20.814 That will really change up your character 445 00:21:20.814 --> 00:21:23.164 The modeling is important, of course 446 00:21:23.164 --> 00:21:25.664 And in addition, making choices 447 00:21:25.664 --> 00:21:28.264 related to color is very important as well 448 00:21:28.264 --> 00:21:30.564 You can make the skin look like 449 00:21:30.564 --> 00:21:31.914 the person just put on some lotion 450 00:21:31.914 --> 00:21:33.964 or make it look very rough 451 00:21:33.964 --> 00:21:37.814 So you should keep that in mind as well 452 00:21:37.814 --> 00:21:41.314 But trying it out for yourself will probably help the most 453 00:21:41.314 --> 00:21:44.500 First you have to select from one presets 454 00:21:44.500 --> 00:21:47.514 Then how do you enter the edit menu? 455 00:21:47.864 --> 00:21:52.100 The MHC in "START MHC" 456 00:21:52.100 --> 00:21:54.780 is short for MetaHuman Creator 457 00:21:54.780 --> 00:21:57.140 Each of the samples has a name 458 00:21:57.140 --> 00:22:00.859 and you can change the name of the character as well 459 00:22:00.859 --> 00:22:05.164 Click the Start MHC button to enter the creation menu 460 00:22:05.164 --> 00:22:08.514 If your internet is a bit slow 461 00:22:08.514 --> 00:22:11.619 MetaHuman Creator will open up as a window 462 00:22:11.619 --> 00:22:13.714 And you can start creating from there 463 00:22:13.714 --> 00:22:16.164 but you will have to wait a bit 464 00:22:16.164 --> 00:22:18.100 even if your internet connection is fast 465 00:22:18.100 --> 00:22:19.964 but of course if your connection is slow 466 00:22:19.964 --> 00:22:22.214 then you will have to wait even longer 467 00:22:22.214 --> 00:22:23.914 Please keep that in mind 468 00:22:23.914 --> 00:22:26.514 The entire process is done on the web 469 00:22:26.514 --> 00:22:28.614 Also, you should have Google Chrome installed 470 00:22:28.614 --> 00:22:31.764 So here is an Internet Explorer window 471 00:22:31.764 --> 00:22:33.464 On this part over here 472 00:22:33.714 --> 00:22:36.864 You can see Unreal Engine 5.3 473 00:22:36.864 --> 00:22:39.263 You can select up to version 4.27 474 00:22:39.263 --> 00:22:41.513 And although it does work on 4.27 475 00:22:41.513 --> 00:22:44.063 For a better experience I recommend 476 00:22:44.063 --> 00:22:47.363 running MetaHumans on 5.0 or later versions 477 00:22:47.363 --> 00:22:49.060 4.27 can import MetaHumans 478 00:22:49.060 --> 00:22:52.213 But using 5.0 or later is recommended 479 00:22:52.213 --> 00:22:56.963 And what is important about selecting the version of Unreal 480 00:22:56.963 --> 00:22:59.099 Is that if you are not going to import 481 00:22:59.099 --> 00:23:01.060 and just try out creating a MetaHuman 482 00:23:01.060 --> 00:23:02.863 You are not going to use Unreal 483 00:23:02.863 --> 00:23:06.263 Then it doesn't matter which version you choose 484 00:23:06.263 --> 00:23:09.113 The reason there is a version selector here 485 00:23:09.113 --> 00:23:12.860 Is because after importing, some plugins will automatically install 486 00:23:12.860 --> 00:23:18.163 The reason you have to select a version 487 00:23:18.163 --> 00:23:20.863 is because of the plugins and the import process 488 00:23:20.863 --> 00:23:23.363 If you are taking this class and using Unreal 489 00:23:23.363 --> 00:23:26.420 you are probably on verison 5.1, 5.2, or 5.3 490 00:23:26.420 --> 00:23:29.220 So you should select the version you are using 491 00:23:29.220 --> 00:23:32.819 if you want to import your MetaHuman to Unreal 492 00:23:32.819 --> 00:23:35.259 Now if you select a version and press Start 493 00:23:35.259 --> 00:23:39.513 there will be a slight delay here 494 00:23:39.513 --> 00:23:41.979 Sometimes it starts up in 10~15 seconds 495 00:23:41.979 --> 00:23:44.739 But most of the time it takes about a minute 496 00:23:44.739 --> 00:23:45.963 Then you can start creating 497 00:23:45.963 --> 00:23:48.060 So this is done 100% on the web 498 00:23:48.060 --> 00:23:50.019 And this is not a service for just one country 499 00:23:50.019 --> 00:23:53.313 People from around the world access MetaHuman Creator 500 00:23:53.313 --> 00:23:55.899 Some people have to wait a long time 501 00:23:55.899 --> 00:24:00.860 But it will probably take about one to three minutes 502 00:24:00.860 --> 00:24:02.563 This is the waiting screen 503 00:24:03.019 --> 00:24:06.313 "Please wait a moment, connecting to MetaHuman Creator" 504 00:24:06.313 --> 00:24:09.220 If you refresh the page here 505 00:24:09.220 --> 00:24:11.813 you will have to wait all over again 506 00:24:11.813 --> 00:24:14.179 You don't have to worry about getting disconnected 507 00:24:14.179 --> 00:24:16.500 So don't refresh the page 508 00:24:16.500 --> 00:24:18.663 It never takes like an hour or something 509 00:24:18.663 --> 00:24:21.060 At most it will take five minutes 510 00:24:21.060 --> 00:24:24.113 And the interface will pop up 511 00:24:24.113 --> 00:24:26.300 So you might have to be a bit patient 512 00:24:26.300 --> 00:24:28.620 You should keep that it mind 513 00:24:29.013 --> 00:24:32.963 MetaHuman Character Creation and Customizing 514 00:24:32.963 --> 00:24:35.859 When it's finished connecting, this is the screen that will appear 515 00:24:35.859 --> 00:24:38.459 Here you can choose the preset 516 00:24:38.459 --> 00:24:40.412 that you will begin from 517 00:24:40.412 --> 00:24:42.220 and they are very detailed 518 00:24:42.220 --> 00:24:44.340 If I choose a random character 519 00:24:44.340 --> 00:24:46.220 out of these presets 520 00:24:46.220 --> 00:24:49.820 And make the irises darker, get rid of any freckles 521 00:24:49.820 --> 00:24:52.212 and edit the lips a bit 522 00:24:52.212 --> 00:24:54.562 The character will look much more Korean 523 00:24:54.562 --> 00:24:58.220 The way a person's eyes are slanted also affect how they look 524 00:24:58.220 --> 00:25:00.512 Each country also has a stereotypical hair color 525 00:25:00.512 --> 00:25:02.699 So choosing the preset 526 00:25:02.699 --> 00:25:05.780 that resembles the character you want the most 527 00:25:05.780 --> 00:25:08.012 will shorten the time you need to work on it 528 00:25:08.012 --> 00:25:10.859 If you want a bulky character 529 00:25:10.859 --> 00:25:13.962 you obviously shouldn't start from a very skinny preset 530 00:25:13.962 --> 00:25:16.179 And you can change the hairstyle any way you want 531 00:25:16.179 --> 00:25:19.612 Long hair, short hair, ponytails, bob cuts 532 00:25:19.612 --> 00:25:24.112 You can work on the front part separately, add sideburns 533 00:25:24.112 --> 00:25:28.179 But for the most part, I recommend 534 00:25:28.179 --> 00:25:30.462 beginning from a preset that most resembles your character 535 00:25:30.462 --> 00:25:33.540 MetaHuman has almost perfect character creation 536 00:25:33.540 --> 00:25:37.212 But one thing that is slightly disappointing is the lack of variety in clothing 537 00:25:37.212 --> 00:25:40.899 But all tech and software keeps progressing 538 00:25:40.899 --> 00:25:44.540 There are now ways to make MetaHumans put on more colorful attire 539 00:25:44.540 --> 00:25:45.579 Though not within the MetaHuman Creator 540 00:25:45.579 --> 00:25:47.412 external programs and systems that make that possible 541 00:25:47.412 --> 00:25:50.662 are being released, so that's another tip for you 542 00:25:50.662 --> 00:25:54.512 Back to MetaHuman Creator, you select a preset and modify it 543 00:25:54.512 --> 00:25:55.862 for example 544 00:25:55.862 --> 00:25:59.812 on the lower left is an old looking female character, with gray hair 545 00:25:59.812 --> 00:26:02.540 You can change her hair to a ponytail 546 00:26:02.540 --> 00:26:05.912 You can get rid of the wrinkles in her skin 547 00:26:05.912 --> 00:26:08.739 Make her eyebrows bolder or thinner 548 00:26:08.739 --> 00:26:11.940 Change her lip color, or put on makeup 549 00:26:11.940 --> 00:26:14.299 Make the skin a bit paler or add freckles 550 00:26:14.299 --> 00:26:16.612 All of that is possible 551 00:26:16.612 --> 00:26:18.312 So with enough time you can 552 00:26:18.312 --> 00:26:20.362 create a completely different person from the preset 553 00:26:20.362 --> 00:26:23.812 If you have a specific look in mind 554 00:26:23.812 --> 00:26:26.062 then it will be much easier 555 00:26:27.062 --> 00:26:31.012 This is a screenshot 556 00:26:31.012 --> 00:26:33.562 of the entire MetaHuman Creator window 557 00:26:33.562 --> 00:26:36.660 What is fun about MetaHumans is 558 00:26:36.660 --> 00:26:39.711 and most Western websites 559 00:26:39.711 --> 00:26:41.211 are in this fashion nowadays 560 00:26:41.211 --> 00:26:42.461 You access a website 561 00:26:42.461 --> 00:26:45.711 and you don't have to install anything 562 00:26:45.711 --> 00:26:50.220 No ActiveX or additional plugins 563 00:26:50.220 --> 00:26:53.459 Just access it through the web 564 00:26:53.459 --> 00:26:55.500 and just like an installed program, you can zoom in or out 565 00:26:55.500 --> 00:26:58.961 rotate the model, and work on it by clicking 566 00:26:58.961 --> 00:27:01.260 it's just like a 3D graphic program 567 00:27:01.260 --> 00:27:04.261 but it's all on a web browser 568 00:27:04.261 --> 00:27:05.859 You can do everything on here 569 00:27:05.859 --> 00:27:08.299 Instructions about controls 570 00:27:08.299 --> 00:27:09.961 or any shortcuts 571 00:27:09.961 --> 00:27:12.500 are in this list of text on the right 572 00:27:12.500 --> 00:27:16.380 All of the instructions related to inputs are there 573 00:27:16.380 --> 00:27:19.111 So you should have no problem going on from here 574 00:27:19.111 --> 00:27:22.261 If you have ever tried character customization in a game 575 00:27:22.261 --> 00:27:23.980 I think you will enjoy this as well 576 00:27:23.980 --> 00:27:26.911 and you will have no difficulty creating any digital humans 577 00:27:26.911 --> 00:27:28.261 including MetaHumans 578 00:27:28.261 --> 00:27:31.019 and you will have a lot of fun from it 579 00:27:31.019 --> 00:27:32.780 You could try to make it as funny as possible 580 00:27:32.780 --> 00:27:34.139 or as beautiful as possible 581 00:27:34.139 --> 00:27:38.361 Or very cool, or menacing 582 00:27:38.361 --> 00:27:40.761 But although you can intend 583 00:27:40.761 --> 00:27:43.711 to make a character look a certain way 584 00:27:43.711 --> 00:27:46.699 I will mention this again after the Blend section 585 00:27:46.699 --> 00:27:50.060 Sometimes a character will accidentally look too scary 586 00:27:50.060 --> 00:27:54.220 or too nice for the part they play in the game 587 00:27:54.220 --> 00:27:55.411 that happens a lot 588 00:27:55.411 --> 00:27:58.611 I think the eyes are usually the cause of that 589 00:27:58.611 --> 00:28:01.739 But MetaHuman also lets you put on makeup 590 00:28:01.739 --> 00:28:06.361 and makeup can change the way a person's eyes look at lot 591 00:28:06.361 --> 00:28:08.859 And in the same time 592 00:28:08.859 --> 00:28:11.461 as MetaHumans got a lot of attention 593 00:28:11.461 --> 00:28:13.820 the Blend feature 594 00:28:13.820 --> 00:28:17.461 This is a menu system 595 00:28:17.461 --> 00:28:21.561 that was barely in previous games or customization systems 596 00:28:21.561 --> 00:28:23.859 You have a lot of presets at the bottom of the screen 597 00:28:23.859 --> 00:28:25.261 And from there you select 598 00:28:25.261 --> 00:28:29.019 A character that you like, then another, then another 599 00:28:29.019 --> 00:28:31.859 By default it makes you select three 600 00:28:31.859 --> 00:28:35.160 but you can add three more characters 601 00:28:35.160 --> 00:28:36.610 so the maximum number is six 602 00:28:36.610 --> 00:28:38.940 So what Blending is is 603 00:28:38.940 --> 00:28:42.859 If you only select characters similar to each other, there is no reason to blend them 604 00:28:42.859 --> 00:28:45.699 But for example you could 605 00:28:45.699 --> 00:28:48.379 blend characters with different races 606 00:28:48.379 --> 00:28:50.340 or modify it to resemble 607 00:28:50.340 --> 00:28:52.710 one of the presets more strongly 608 00:28:52.710 --> 00:28:54.899 You can try pushing it towards another preset 609 00:28:54.899 --> 00:28:57.780 and compare how they look 610 00:28:57.780 --> 00:28:59.260 and choose the one that looks the best 611 00:28:59.260 --> 00:29:00.810 That is how you can use Blend 612 00:29:00.810 --> 00:29:03.899 This is why Blend is so powerful 613 00:29:03.899 --> 00:29:06.760 It's almost like magic 614 00:29:06.760 --> 00:29:10.860 The MetaHuman feature itself works very smoothly 615 00:29:10.860 --> 00:29:14.260 And it being a web platform based on the cloud is unusual 616 00:29:14.260 --> 00:29:17.060 But the most interesting and highlight feature 617 00:29:17.060 --> 00:29:19.660 is the Blend feature 618 00:29:19.660 --> 00:29:21.910 So you should not forget this feature 619 00:29:22.340 --> 00:29:25.060 How it precisely works is 620 00:29:25.060 --> 00:29:26.980 take a look at the face on the right 621 00:29:26.980 --> 00:29:30.340 You can see circles on each feature of the face 622 00:29:30.340 --> 00:29:35.939 The mouth, jaw, both corners of the jaw, cheekbones, and ears 623 00:29:35.939 --> 00:29:40.459 Then there are the brow, irises, and nose 624 00:29:40.459 --> 00:29:43.300 Each important feature has a circle on it 625 00:29:43.300 --> 00:29:46.139 If I take the cursor to one of them 626 00:29:46.139 --> 00:29:50.340 I had blended three characters beforehand 627 00:29:50.340 --> 00:29:55.019 So there are three circles on the left 628 00:29:55.019 --> 00:29:58.420 If I had selected six characters 629 00:29:58.420 --> 00:30:01.420 there would be six circles on the left 630 00:30:01.420 --> 00:30:03.939 So if I click and drag towards a preset 631 00:30:03.939 --> 00:30:06.019 My character will change to resemble that preset more 632 00:30:06.019 --> 00:30:09.139 All of the features marked 633 00:30:09.139 --> 00:30:12.910 with circles on the right 634 00:30:12.910 --> 00:30:15.810 will change to be more of the character I dragged towards 635 00:30:15.810 --> 00:30:20.460 So I can try changing my MetaHuman to have different looks 636 00:30:20.460 --> 00:30:21.899 But as I explained earlier 637 00:30:21.899 --> 00:30:25.019 Blending together similar characters won't do anything 638 00:30:25.019 --> 00:30:26.939 Characters that have contrasting features 639 00:30:26.939 --> 00:30:30.780 Different eyes, cheekbones, mouth shapes, noses 640 00:30:30.780 --> 00:30:33.980 You have to blend characters that look different 641 00:30:33.980 --> 00:30:36.309 to use the Blend feature properly 642 00:30:36.309 --> 00:30:39.699 I can't show you all of the menus 643 00:30:39.699 --> 00:30:44.309 But I will show you some of the important ones 644 00:30:44.579 --> 00:30:48.620 There are many ways to make skin look certain ways 645 00:30:48.620 --> 00:30:53.459 Color is a given, then there are freckles and features 646 00:30:53.459 --> 00:30:54.819 Features includes 647 00:30:54.819 --> 00:30:57.180 roughness and things like that 648 00:30:57.180 --> 00:30:58.809 The Creator menu is set up 649 00:30:58.809 --> 00:31:00.809 so that you can modify everything 650 00:31:00.809 --> 00:31:02.620 But what you will probably change the most 651 00:31:02.620 --> 00:31:05.220 is the color of the skin 652 00:31:05.220 --> 00:31:08.499 Asian people have skin color 653 00:31:08.499 --> 00:31:11.709 that looks more beige 654 00:31:11.709 --> 00:31:15.139 White people's skin range from simply less beige to being straight out white 655 00:31:15.139 --> 00:31:16.579 If you want to make an Asian character 656 00:31:16.579 --> 00:31:18.660 You would have to choose from a different part of the color scale 657 00:31:18.660 --> 00:31:21.340 From a bit closer to yellow 658 00:31:21.340 --> 00:31:23.459 or beige or tan 659 00:31:23.459 --> 00:31:26.259 Or slightly pinkish shades 660 00:31:26.259 --> 00:31:27.499 Anyway, there are a lot of options 661 00:31:27.499 --> 00:31:29.459 Next is skin type 662 00:31:29.459 --> 00:31:31.340 Try moving the slider between left and right 663 00:31:31.340 --> 00:31:33.220 It really makes a big difference 664 00:31:33.220 --> 00:31:35.109 And contrast means 665 00:31:35.109 --> 00:31:37.019 the contrast between the darker and lighter parts of skin 666 00:31:37.019 --> 00:31:40.220 You can decide how much contrast you want 667 00:31:40.220 --> 00:31:42.699 And Roughness of course means 668 00:31:42.699 --> 00:31:44.559 how smooth or rough the skin will be 669 00:31:44.559 --> 00:31:46.860 Just as it says on the tin 670 00:31:46.860 --> 00:31:49.499 If you set it to zero 671 00:31:49.499 --> 00:31:52.220 You will get something that looks almost like marble or plastic 672 00:31:52.220 --> 00:31:54.759 And the more you increase the roughness 673 00:31:54.759 --> 00:31:55.980 the less shiny the character's skin will become 674 00:31:55.980 --> 00:31:57.780 To make a realistic character 675 00:31:57.780 --> 00:32:00.759 you probably shouldn't make the skin too shiny 676 00:32:00.759 --> 00:32:03.309 If you want to go all out 677 00:32:03.309 --> 00:32:05.309 you can just set the Roughness to 0 678 00:32:05.309 --> 00:32:08.899 but then it won't look at real 679 00:32:08.899 --> 00:32:11.220 If you want a photorealistic character 680 00:32:11.220 --> 00:32:13.109 You have to carefully modify a lot of settings 681 00:32:13.109 --> 00:32:15.980 The eyes also don't have just settings for color 682 00:32:15.980 --> 00:32:18.579 There are a variety of iris shapes as well 683 00:32:18.579 --> 00:32:21.660 The ones on the top are presets that resemble Asian irises 684 00:32:21.660 --> 00:32:23.980 Below those are increasingly colorful ones 685 00:32:23.980 --> 00:32:25.579 that have irises found more in Western people 686 00:32:25.579 --> 00:32:27.340 And you can of course leave the shape 687 00:32:27.340 --> 00:32:30.308 and modify just the color of the irises 688 00:32:30.308 --> 00:32:32.058 If you close up on the eyes 689 00:32:32.058 --> 00:32:34.579 You will see that they are really high quality 690 00:32:34.579 --> 00:32:36.608 You can see each individual iris 691 00:32:36.608 --> 00:32:39.608 And the color and shape of the irises 692 00:32:39.608 --> 00:32:41.708 do really matter, especially if they might be seen close up 693 00:32:42.158 --> 00:32:45.300 When there are dialogue scenes in games or animations 694 00:32:45.300 --> 00:32:47.858 You can see the characters' teeth 695 00:32:47.858 --> 00:32:49.958 But if a character 696 00:32:49.958 --> 00:32:51.819 doesn't speak at all 697 00:32:51.819 --> 00:32:55.059 or just doesn't open their mouth 698 00:32:55.059 --> 00:32:56.908 you wouldn't have to care much about their teeth 699 00:32:56.908 --> 00:32:58.408 This applies to not just games 700 00:32:58.408 --> 00:33:00.259 but animation as well 701 00:33:00.259 --> 00:33:02.300 If the character opens their mouth in some scenes 702 00:33:02.300 --> 00:33:05.158 or show their teeth while speaking 703 00:33:05.158 --> 00:33:07.208 Then you would have to work on the teeth as well 704 00:33:07.208 --> 00:33:09.100 In some cases in animations 705 00:33:09.100 --> 00:33:11.860 Some characters will never open their mouth at all 706 00:33:11.860 --> 00:33:13.908 Then you can save time by not paying attention to the teeth 707 00:33:13.908 --> 00:33:15.208 But because MetaHumans 708 00:33:15.208 --> 00:33:17.220 are made to be hyperrealistic 709 00:33:17.220 --> 00:33:19.300 A lot of 3D graphic programs 710 00:33:19.300 --> 00:33:22.699 will not actually model the teeth 711 00:33:22.699 --> 00:33:25.308 but use a texture 712 00:33:25.308 --> 00:33:27.657 That way, you don't have to model each tooth 713 00:33:27.657 --> 00:33:29.258 But MetaHumans has settings 714 00:33:29.258 --> 00:33:33.939 for how the teeth feel, the color of the gums and teeth 715 00:33:33.939 --> 00:33:38.158 How much the gums cover the teeth 716 00:33:38.158 --> 00:33:40.139 When you are customizing the teeth 717 00:33:40.139 --> 00:33:41.858 your character will keep their mouth open like this 718 00:33:41.858 --> 00:33:43.579 kind of like they're at the dentist 719 00:33:43.579 --> 00:33:47.019 You might want to give your character pearly whites 720 00:33:47.019 --> 00:33:48.379 But that's probably not very realistic 721 00:33:48.379 --> 00:33:51.740 They should have a slight beige tint 722 00:33:51.740 --> 00:33:53.980 and the color of the gums also have to be modified 723 00:33:53.980 --> 00:33:57.158 For a realistic MetaHuman 724 00:33:57.158 --> 00:33:59.699 The makeup, as I told you before 725 00:33:59.699 --> 00:34:01.220 The character's facial features 726 00:34:01.220 --> 00:34:04.300 can have a huge impact on how they are interpreted 727 00:34:04.300 --> 00:34:08.508 You can change a character's impression so much with makeup 728 00:34:08.508 --> 00:34:11.300 Especially around the eyes, whether you use eyeliner 729 00:34:11.300 --> 00:34:13.620 whether the eyeliner tapers up or down 730 00:34:13.620 --> 00:34:16.508 Whether there is shade or not, roughness, opacity, etc. 731 00:34:16.508 --> 00:34:19.699 There are apps in real life that can give makeup effects to photos of people 732 00:34:19.699 --> 00:34:22.499 The settings here are much more detailed than those apps 733 00:34:22.499 --> 00:34:24.758 I find that out of the students I teach 734 00:34:24.758 --> 00:34:26.107 a lot of female students find this part interesting 735 00:34:26.107 --> 00:34:29.657 You can put makeup on your character 736 00:34:29.657 --> 00:34:33.379 Just like someone would in real life 737 00:34:33.379 --> 00:34:34.699 Of course, not just feminine characters 738 00:34:34.699 --> 00:34:37.660 You can also put makeup on masculine characters 739 00:34:37.660 --> 00:34:38.757 to change their impression 740 00:34:38.757 --> 00:34:41.220 which could help a lot depending what kind of personality you plan to give them 741 00:34:41.220 --> 00:34:42.939 The hair settings are especially detailed 742 00:34:42.939 --> 00:34:45.939 You can set it to be straight or curly 743 00:34:45.939 --> 00:34:49.300 You can decide how smooth or rough you want the hair to be 744 00:34:49.300 --> 00:34:51.499 So you should take a closer look yourself 745 00:34:51.499 --> 00:34:54.819 Eyelashes are also important 746 00:34:54.819 --> 00:34:57.579 Like makeup, they have a big impact on the impression a person gives 747 00:34:57.579 --> 00:35:00.107 So I recommend you try playing with that as well 748 00:35:00.579 --> 00:35:04.220 You aren't given as much freedom with body type 749 00:35:04.220 --> 00:35:07.139 This is about as much you get 750 00:35:07.139 --> 00:35:10.459 You can change the size of the head, how long the legs are 751 00:35:10.459 --> 00:35:13.259 You can choose how fat or thin the character is 752 00:35:13.259 --> 00:35:17.019 from a some presets 753 00:35:17.019 --> 00:35:19.340 There are short, medium, and tall body types 754 00:35:19.340 --> 00:35:21.860 And you can choose again from there 755 00:35:21.860 --> 00:35:23.507 That is about how much you can modify 756 00:35:23.507 --> 00:35:26.939 And the shorter the lower half of the body is, the younger a character seems 757 00:35:26.939 --> 00:35:29.657 And as for clothing 758 00:35:29.657 --> 00:35:31.657 External programs that allow MetaHumans 759 00:35:31.657 --> 00:35:34.620 To put on more types of clothes are being released 760 00:35:34.620 --> 00:35:36.939 The MetaHuman system itself 761 00:35:36.939 --> 00:35:40.180 gives you some footwear, legwear 762 00:35:40.180 --> 00:35:41.620 And you can modify the color how you want 763 00:35:41.620 --> 00:35:43.139 or put in some patterns 764 00:35:43.139 --> 00:35:44.660 Tops are here too 765 00:35:44.660 --> 00:35:47.657 This is about what is available in MetaHuman Creator 766 00:35:47.657 --> 00:35:49.939 If you want your MetaHuman to put on something else 767 00:35:49.939 --> 00:35:52.939 If you use external programs 768 00:35:52.939 --> 00:35:54.707 it is possible 769 00:35:55.340 --> 00:35:58.620 Now the completed MetaHuman is standing like this 770 00:35:58.620 --> 00:36:00.220 And whatever stage you were in 771 00:36:00.220 --> 00:36:02.420 You can move to somewhere else and work on there 772 00:36:02.420 --> 00:36:04.860 You can change the clothes, then go back to the face 773 00:36:04.860 --> 00:36:06.807 or work on the ears after doing the lips 774 00:36:07.300 --> 00:36:09.107 And the completed MetaHuman 775 00:36:09.107 --> 00:36:11.819 if you look at the bottom menu closely 776 00:36:11.819 --> 00:36:13.459 is in standby, which means it's just standing straight 777 00:36:13.459 --> 00:36:16.259 But you can change the facial expressions, body movements 778 00:36:16.259 --> 00:36:18.499 And next to those are emotes 779 00:36:18.499 --> 00:36:22.157 Happy, sad, scared, frightened, angry 780 00:36:22.157 --> 00:36:23.707 There are a lot of them 781 00:36:23.707 --> 00:36:26.220 and if you click on one, the MetaHuman will change expression 782 00:36:26.220 --> 00:36:29.059 Right after you finish creating, it just has a blank expression 783 00:36:29.059 --> 00:36:32.100 But now it can smile, talk, frown, be angry 784 00:36:32.100 --> 00:36:35.620 Yell, you can visualize all the various emotions 785 00:36:35.620 --> 00:36:38.106 from this menu 786 00:36:38.106 --> 00:36:40.819 And there are many body movements as well 787 00:36:40.819 --> 00:36:43.499 So the MetaHuman can do different gestures 788 00:36:43.499 --> 00:36:46.206 You can preview that as well 789 00:36:46.206 --> 00:36:48.139 Now let's look at 790 00:36:48.139 --> 00:36:51.156 how to manage MetaHuman Creator assets 791 00:36:51.156 --> 00:36:53.206 Before you import it 792 00:36:53.206 --> 00:36:55.579 your MetaHuman will exist only on the web 793 00:36:55.579 --> 00:36:59.059 Even if you don't immediately use it 794 00:36:59.059 --> 00:37:03.006 it will still be stores in Quixel Bridge 795 00:37:03.006 --> 00:37:04.906 After you have completed creating a MetaHuman 796 00:37:04.906 --> 00:37:06.300 you can name it 797 00:37:06.300 --> 00:37:08.699 The presets have default names 798 00:37:08.699 --> 00:37:11.556 But you can change them whenever you like 799 00:37:11.939 --> 00:37:14.499 So this is the webpage 800 00:37:14.499 --> 00:37:16.456 On the upper left is the MetaHuman's name 801 00:37:16.456 --> 00:37:19.740 and you can click on it to change it 802 00:37:19.740 --> 00:37:22.306 And on the very left top 803 00:37:22.306 --> 00:37:24.819 If you click on it 804 00:37:24.819 --> 00:37:27.020 you go back to the starting screen 805 00:37:27.020 --> 00:37:29.220 where you first chose a preset 806 00:37:29.220 --> 00:37:31.900 But you don't have to save or anything before clicking it 807 00:37:31.900 --> 00:37:35.179 The MetaHuman you were just creating 808 00:37:35.179 --> 00:37:37.756 will have been added to My MetaHumans 809 00:37:37.756 --> 00:37:39.856 So there is no manual save button 810 00:37:39.856 --> 00:37:42.756 That would be helpful to remember 811 00:37:43.140 --> 00:37:45.406 So if you come back to My MetaHumans 812 00:37:45.406 --> 00:37:48.306 This is how the screen looks 813 00:37:48.306 --> 00:37:51.779 The two characters with longer hair are ones that I had created before 814 00:37:51.779 --> 00:37:55.156 This is the one I created just now as an example 815 00:37:55.156 --> 00:37:56.740 Even though I didn't manually save it 816 00:37:56.740 --> 00:37:59.100 When I come back to the My MetaHumans menu 817 00:37:59.100 --> 00:38:02.056 it is already automatically saved there 818 00:38:02.056 --> 00:38:04.856 If I need to slightly change this character 819 00:38:04.856 --> 00:38:09.056 then I just have to click on it to enter the creator again 820 00:38:09.056 --> 00:38:10.939 That is how asset management works 821 00:38:10.939 --> 00:38:12.806 Every single MetaHuman 822 00:38:12.806 --> 00:38:14.500 that you ever created will be shown here 823 00:38:14.500 --> 00:38:17.059 And there are still the presets to choose from 824 00:38:17.059 --> 00:38:22.579 After selecting one, just like downloading assets from Quixel Bridge 825 00:38:22.579 --> 00:38:24.805 You click the Add button once the download is finished 826 00:38:24.805 --> 00:38:26.105 to import your character 827 00:38:26.105 --> 00:38:28.305 The important thing here that is MetaHumans 828 00:38:28.305 --> 00:38:29.900 have a completely different download time 829 00:38:29.900 --> 00:38:31.555 from the assets from Quixel 830 00:38:31.555 --> 00:38:35.105 It can take an extremely long time 831 00:38:35.105 --> 00:38:39.100 Depending on the situation, it can take 832 00:38:39.100 --> 00:38:41.955 up to 20 minutes at worst 833 00:38:41.955 --> 00:38:43.779 So if it is your first download 834 00:38:43.779 --> 00:38:46.260 I recommend downloading in /raw 835 00:38:46.260 --> 00:38:48.205 If you do that, this is how it will look 836 00:38:48.205 --> 00:38:50.860 after clicking Add, and what's important here 837 00:38:50.860 --> 00:38:54.299 is that after you have added the asset and the plugins are identified 838 00:38:54.299 --> 00:38:58.105 you must click on Activate Accumulated Settings 839 00:38:58.105 --> 00:38:59.699 Of course, there is the method 840 00:38:59.699 --> 00:39:01.505 of just installing all of the MetaHuman plugins 841 00:39:01.505 --> 00:39:04.005 before importing your MetaHuman 842 00:39:04.005 --> 00:39:06.305 But that's more of a hassle 843 00:39:06.305 --> 00:39:08.419 Just import the MetaHuman 844 00:39:08.419 --> 00:39:10.819 and the plugins for your version of Unity 845 00:39:10.819 --> 00:39:12.819 will be automatically installed 846 00:39:12.819 --> 00:39:14.805 So that will be helpful to remember 847 00:39:14.805 --> 00:39:16.939 And once the import is done 848 00:39:16.939 --> 00:39:18.705 The MetaHuman exists as a blueprint 849 00:39:18.705 --> 00:39:22.539 If you drag it into a scene like this 850 00:39:22.539 --> 00:39:26.505 It will show up on the screen 851 00:39:26.505 --> 00:39:27.819 You can use it for animations 852 00:39:27.819 --> 00:39:30.155 or video games, you can control it yourself 853 00:39:30.155 --> 00:39:32.179 Give it some motions 854 00:39:32.179 --> 00:39:33.579 Use motion capture on it 855 00:39:33.579 --> 00:39:35.555 and even facial captures 856 00:39:35.555 --> 00:39:37.805 There are many different ways to render it 857 00:39:37.805 --> 00:39:40.655 And before importing, you don't have to care about system requirements 858 00:39:40.655 --> 00:39:43.980 Unreal Engine does get involved after importing 859 00:39:43.980 --> 00:39:46.759 Those are the things to remember about MetaHumans 860 00:39:47.955 --> 00:39:49.805 Primary Concept of MetaHuman Creator and How to Use It Concept of MetaHumans A tool that can create and modify highly realistic human characters 861 00:39:49.805 --> 00:39:50.805 Used for realistic recreations of people in game development, movie production, VR & AR projects 862 00:39:50.805 --> 00:39:51.855 Features of MetaHumans Creation of realistic characters High quality animation Integration and compatibility Cloud-based library 863 00:39:51.855 --> 00:39:53.905 MetaHuman Creator Provided as a menu on Quixel Bridge website, presets in various genders, ethnicities, and ages 864 00:39:53.905 --> 00:39:54.955 Creation and customization is done through selecting and modifying a preset 865 00:39:54.955 --> 00:39:56.405 MetaHuman Creation and Customization Select and customize a given preset 866 00:39:56.405 --> 00:39:58.005 Choose from the preset most similar to the target character Completed MetaHuman can show various expressions, movements, and emotions 867 00:39:58.005 --> 00:39:59.605 Creation of a Customized MetaHuman Blend feature: Done by selecting presets and blending their features together 868 00:39:59.605 --> 00:40:01.155 Skin: Set color, shade, freckles, etc. Eyes: Set color, iris, eye whites, etc. Teeth: Set teeth, color of teeth and gums Makeup: Gives more ways to express character 869 00:40:01.155 --> 00:40:01.955 Set hair, eyebrows, eyelashes, body type, footwear, top, bottom, etc. 870 00:40:01.955 --> 00:40:08.955 Importing MetaHuman to Unreal Click 'Add' button after downloading to import Drag and drop blueprint of MetaHuman to import to Unreal