
Download and install Unreal Engine and enable the necessary MetaHuman plugins.
Create your first MetaHuman Character and explore the Wardobe Assets included by default.
Inspect the Assembled MetaHuman Blueprint and the Skeletal Mesh generated from the Outfit Asset.
Download the MetaHuman body presets from Fab, generate a Combined Skel Mesh from MHC and export it to be used in an external DCC like Maya, Blender, or Marvelous Designer.
Import the MetaHuman body and create a simple shirt and pants outfit using presets. Export the final mesh as an FBX to be prepped in Maya/Blender.
Do some basic UV layout and Material assignments in Maya. This process is identical in Blender.
Create some very basic materials in Substance Painter.
Import the Static Mesh and Textures. Create a basic ORM Materials in Unreal Engine.
Copy the Combined Skel Mesh and Skeleton to the Outfit folder. This a very NEW part of the workflow.
Create and configure the Chaos Cloth Asset in Unreal Engine.
Create the Outfit Asset
Create and configure the MetaHuman Wardrobe Item.
Retarget a Mannequin animation to your MetaHuman skeleton and test your outfit.
Create a Body Mask using the UVs from the Body in Photoshop.
Change the ORM Material to be 2 Sided.
Create a Mask ORM Material in Unreal Engine
Configure the MetaHuman Wadrobe Item to interact with the new Mask ORM Material
Some notes about modelling shoes for MetaHumans. We do NOT cover modelling these. They were based a 3D photoscan and retoplogized in Maya using the Quad draw tool.
Create a hoodie and pants outfit using the shoes as an additional avatar.
Add thickness to the "flat" Marvelous Designer clothing
We didn't do a "high poly/ZBrush" workflow, so our mesh is a little faceted. We use the sculpting tools to smooth out the silhouette of the mesh.
UV the new "trim/thickness" parts of the mesh and assign materials for Substance Painter and Unreal Engine.
Assign a quick base material and start designing the RGB mask.
Continue adding design details to the RGB mask.
Use the Path Tool in Substance Painter to quickly and non destructively add "Top Stich" to the clothing.
Import textures and tweak the textures in Substance Painter.
Setup the boots with a basic ORM texture.
Create a cloth asset that combines two Static Meshes.
Setup the Runtime Parameters in the Wardrobe Item.
Test the Outfit and Details in MetaHuman Creator. Generate a new body Mask for just the hands.
Test the final outfit in a walk animation. Verify and Package the final Outfit in MetaHuman Manager.
Create a "Photo Studio" in Unreal Engine to create images for Fab
Customize the Material Instances for the final Wardobe Item Thumbnail
Set the project Streaming Poolsize and create a "Front and Back" image for the Fab gallery
Create more "Front Back" images to show how the MetaHuman Outfit scales with the bodies
Create a Fab listing and fill out the MetaHuman Asset Meta Data and upload our Fab gallery images
This course covers the entire workflow and best practices to make "resizable" clothing that automatically matches the MetaHuman "Parametric Body" system introduced in Unreal Engine 5.6. The end goal is to create an "Outfit Asset" that can be packaged as a .MHPKG file that can be sold on Fab and easily distributed to other Unreal Engine projects.
For beginners, the course covers installing Unreal Engine and setting up all of the necessary MetaHuman plugins. We then cover the basic workflow of using MetaHuman Creator inside of Unreal Engine to create a MetaHuman Character. We show the process of importing the MetaHuman Body Presets from Fab and getting them ready for creating 3D clothing in external DCCs.
This course is not intended to teach professional AAA character art. We cover a simple process of creating clothing in Marvelous Designer that is suited for beginners. We then cover some best practices for prepping Materials and UVs in Maya that match the MetaHuman and Fab standards. We do a very basic texturing pass in Substance Painter and importantly create RGB masks that enable custom color parameters in MetaHuman Creator. The concepts covered here can be applied when working in Blender or any other 3D DCC. The process shown in this course does not require Maya or the MetaHuman for Maya plugin.
After creating a very simple 3D garment, the course covers the entire workflow from import of models and textures into Unreal Engine to creating and hooking up all of the new assets in Unreal Engine required to create a fully compatible Outfit Asset. We also create a custom Materials that allows for color customization within MetaHuman Creator.