From today you can use your 3D scanning, modeling or 3D sculpting to create a customized MetaHuman.
Epic Games has announced a new version for MetaHuman, the company’s plug-in for the EU that offers any artist the ability to create human characters with their own physiognomy and more. The release introduces a new Mesh to MetaHuman feature in Unreal Engine, new hair and clothing options for MetaHuman Creator, and support for new character rigging, animation and physics features in UE5.
To activate the plugin in the UE, make sure you have downloaded it from the Epic launcher marketplace.
The highlight of this release is definitely the new Mesh to MetaHuman feature which allows you to take your own custom face mesh and convert it into a rigged and animation-ready MetaHuman.
After acquiring the image (we did it with 3DF Zephyr, at this link our image acquisition live: https://youtu.be/Y6XHDiG-9z8), import your mesh into Unreal.
At this point you can add an ADVANCED ASSETS > METAHUMAN > MetaHuman Identity. Double clicking on the created asset will open the window to set the camera and the target points for the mesh wrap. You can decide whether to do an automatic or manual tracking of the reference points.
Remember not to use a scan with your eyes closed! It gave us some problems.
Well, you are at a good point! If the tracking satisfies you, click on the button to solve the mesh for MetaHuman. You will get this result: the 3D mesh has perfectly adhered to your avatar.
Now choose a body type after which you can send everything to the MetaHuman creator.
Log in to your MetaHuman creator and have fun taking advantage of the new features and animations to apply to your fully rigged avatar.