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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,500 --> 00:00:05,133 Hello and welcome to Part 2 of this course! In the previous chapters, 2 00:00:05,133 --> 00:00:08,466 we have created a custom metahuman character with modified shapes, 3 00:00:08,466 --> 00:00:12,333 textures and hair. But we are far from finished yet. 4 00:00:13,166 --> 00:00:16,766 So let's make some clothes! 5 00:00:16,933 --> 00:00:19,500 When you look for tutorials on metahuman custom clothes, 6 00:00:19,666 --> 00:00:23,600 you will often find a quite popular approach to this topic, where you replace 7 00:00:23,600 --> 00:00:27,000 the body with a completely different mesh with its own skeleton, 8 00:00:27,500 --> 00:00:29,966 be it a Mixamo skeleton or any other type of rig. 9 00:00:31,333 --> 00:00:34,466 This is really great, especially if you have a full body armor mesh. 10 00:00:35,033 --> 00:00:36,166 You can then just import your armor, 11 00:00:36,166 --> 00:00:37,600 stick the metahuman head on it, 12 00:00:37,600 --> 00:00:40,833 delete the chest part of the head using an opacity mask, 13 00:00:41,433 --> 00:00:42,566 and you are good to go. 14 00:00:43,900 --> 00:00:46,733 However, if you have a clothes design where parts of the body 15 00:00:46,733 --> 00:00:49,533 are still visible, this approach becomes difficult. 16 00:00:51,033 --> 00:00:53,066 So in this course we will go a different route. 17 00:00:53,366 --> 00:00:56,166 We will create clothes that are rigged to the metahuman skeleton 18 00:00:56,566 --> 00:00:59,800 and perfectly tailored to the body type that you chose for your character. 19 00:01:01,100 --> 00:01:03,000 Implementing the clothes in Unreal is as simple 20 00:01:03,000 --> 00:01:05,366 as just assigning the mesh in the metahuman blueprint. 21 00:01:06,166 --> 00:01:08,566 It's a noninvasive approach where we do not change 22 00:01:08,566 --> 00:01:11,700 anything of the character setup. 23 00:01:13,333 --> 00:01:14,766 The focus of the next chapters 24 00:01:14,766 --> 00:01:17,866 will be to show you the clothes creation pipeline from start to finish. 25 00:01:18,866 --> 00:01:21,866 This is, by the way, not specific to the metahuman characters. 26 00:01:22,100 --> 00:01:24,433 The tools and techniques that you will learn here 27 00:01:24,433 --> 00:01:26,400 apply to any type of character and style. 28 00:01:29,633 --> 00:01:31,733 We will first create a high poly version of the clothes. 29 00:01:32,766 --> 00:01:34,833 The process of actually creating the cloth items 30 00:01:34,833 --> 00:01:37,833 is absolutely independent of the choice of software. 31 00:01:39,300 --> 00:01:39,833 I will show you the tools 32 00:01:39,833 --> 00:01:43,300 that I use in my work, which are Marvelous Designer and Blender, 33 00:01:44,300 --> 00:01:46,300 but you are free to work with any sculpting or 34 00:01:46,300 --> 00:01:49,166 modeling software you prefer. 35 00:01:49,766 --> 00:01:53,333 We will then create a clean, low poly or rather mid poly clothes model 36 00:01:53,533 --> 00:01:55,533 suitable for animation in Unreal Engine. 37 00:01:57,133 --> 00:01:59,300 I will show you different approaches to retopology 38 00:01:59,300 --> 00:02:02,233 and how to achieve the best results as efficiently as possible. 39 00:02:03,833 --> 00:02:06,800 In Chapter 7, we will look into UV unwrapping and texturing, 40 00:02:07,500 --> 00:02:10,766 and then I will show you the process of rigging and skinning of the clothes, 41 00:02:10,766 --> 00:02:15,066 and how to set up metahuman clothes materials, textures, and cloth simulation. 42 00:02:16,533 --> 00:02:19,800 Now this is the complete pipeline for clothes creation for a 43 00:02:19,800 --> 00:02:21,266 game-ready character. 44 00:02:21,566 --> 00:02:26,333 But there is freedom to deviate from it if you wish to do so. 45 00:02:26,633 --> 00:02:27,833 Within this process, there are different approaches 46 00:02:27,833 --> 00:02:30,900 you can take to achieve the result that you need. 47 00:02:30,900 --> 00:02:34,766 You can, for example, skip some of the steps such as retopology 48 00:02:34,766 --> 00:02:36,100 or even rigging, 49 00:02:36,100 --> 00:02:38,966 if you decide to use alembic animation data for your clothes, 50 00:02:39,466 --> 00:02:42,166 which I will cover in Chapter 10. 51 00:02:42,866 --> 00:02:45,533 That totally depends on your use case in Unreal Engine. 52 00:02:45,566 --> 00:02:47,000 For example: 53 00:02:47,300 --> 00:02:50,800 Do you use the metahuman character for movie production or for a game? 54 00:02:52,133 --> 00:02:55,433 Will you have a lot of close up shots of the character's face and upper body? 55 00:02:57,000 --> 00:02:58,433 Are your character animations 56 00:02:58,433 --> 00:03:02,000 rather moderate or will it do crazy backflips and extreme dance moves? 57 00:03:03,300 --> 00:03:06,700 Do you need realistic cloth simulation, or is a skinned mesh sufficient? 58 00:03:07,166 --> 00:03:08,500 Is performance an issue? 59 00:03:08,500 --> 00:03:10,900 That means, will you have to optimize the polygon count 60 00:03:11,400 --> 00:03:14,800 because you have many characters in the scene? 61 00:03:14,800 --> 00:03:16,766 Are your character animations fixed 62 00:03:16,766 --> 00:03:20,466 or do you need flexibility in Unreal Engine? 63 00:03:20,466 --> 00:03:22,200 Every use case will have implications 64 00:03:22,200 --> 00:03:24,633 on how to approach the creation of your clothes items. 65 00:03:25,200 --> 00:03:26,800 There is no right or wrong way. 66 00:03:26,800 --> 00:03:28,900 It's just a matter of preference and expectation. 67 00:03:30,833 --> 00:03:32,733 Whichever application you have in mind, 68 00:03:32,733 --> 00:03:35,400 I will show you the different steps and variations of the process, 69 00:03:35,733 --> 00:03:39,266 so you can decide for yourself which approach is most suitable to you. 70 00:03:40,433 --> 00:03:42,533 All right. Let's get started. 6312

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