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Hello and welcome to Part 2 of this course!
In the previous chapters,
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we have created a custom
metahuman character with modified shapes,
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textures and hair.
But we are far from finished yet.
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So let's make some clothes!
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When you look for tutorials on metahuman
custom clothes,
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you will often find a quite popular
approach to this topic, where you replace
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the body with a completely different mesh
with its own skeleton,
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be it a Mixamo skeleton
or any other type of rig.
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This is really great, especially
if you have a full body armor mesh.
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You can then just import your armor,
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stick the metahuman head on it,
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delete the chest part of the head
using an opacity mask,
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and you are good to go.
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However, if you have a clothes design
where parts of the body
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are still visible,
this approach becomes difficult.
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So in this course
we will go a different route.
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We will create clothes
that are rigged to the metahuman skeleton
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and perfectly tailored to the body type
that you chose for your character.
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Implementing
the clothes in Unreal is as simple
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as just assigning the mesh
in the metahuman blueprint.
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It's a noninvasive approach
where we do not change
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anything of the character setup.
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The focus of the next chapters
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will be to show you the clothes creation
pipeline from start to finish.
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This is, by the way,
not specific to the metahuman characters.
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The tools and techniques
that you will learn here
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apply to any type of character and style.
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We will first create a high poly version of the clothes.
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The process of actually creating the cloth items
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is absolutely independent
of the choice of software.
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I will show you the tools
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that I use in my work,
which are Marvelous Designer and Blender,
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but you are free to work
with any sculpting or
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modeling software you prefer.
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We will then create a clean, low poly
or rather mid poly clothes model
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suitable for animation in Unreal Engine.
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I will show you different approaches
to retopology
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and how to achieve the best results
as efficiently as possible.
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In Chapter 7, we will look into UV
unwrapping and texturing,
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and then I will show you the process
of rigging and skinning of the clothes,
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and how to set up metahuman clothes
materials, textures, and cloth simulation.
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Now this is the complete pipeline
for clothes creation for a
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game-ready character.
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But there is freedom to deviate from it
if you wish to do so.
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Within this process, there are different approaches
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you can take to achieve the result
that you need.
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You can, for example, skip
some of the steps such as retopology
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or even rigging,
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if you decide to use alembic animation
data for your clothes,
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which I will cover in Chapter 10.
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That totally depends on your use case
in Unreal Engine.
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For example:
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Do you use the metahuman character
for movie production or for a game?
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Will you have a lot of close up shots
of the character's face and upper body?
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Are your character animations
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rather moderate or will it do crazy
backflips and extreme dance moves?
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Do you need realistic cloth simulation,
or is a skinned mesh sufficient?
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Is performance an issue?
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That means, will you have
to optimize the polygon count
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because you have many characters
in the scene?
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Are your character animations fixed
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or do you need flexibility
in Unreal Engine?
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Every use case will have implications
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on how to approach
the creation of your clothes items.
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There is no right or wrong way.
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It's just a matter of preference
and expectation.
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Whichever application you have in mind,
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I will show you the different steps
and variations of the process,
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so you can decide for yourself
which approach is most suitable to you.
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All right. Let's get started.
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