The MetaHumans are great, but can we take them in a different direction than just looking human? I have experimented a lot on modifying the mesh and textures in the past months.
Here are some showcases on what is actually possible in terms of customization…
All modifications do not affect the setup btw., i.e. all the control rigs and face blendshapes are intact, and you could use these characters like any other metahuman.
I’m going to continue to experiment with how far you can take the modifications, while still getting decent results on the face and body animations.
You can find more screenshots here:
Thanks a lot!
You can do a lot with the eyes, even with the native eye shader that comes with the metahumans. If you want to change their size and position, you can do that via blueprint.
What kind of modification do you have in mind? Maybe I can give you some tips or point you to a tutorial…
Ah, that’s easy. For this you can play around with the settings in the eye material instances. Making them look blind is definitely possible.
In this example I made the sclera very dark, but you can also do the opposite:
Wohoo! Looking nice! You can add a multiply node and plug a scalar parameter into B. Then you can control the emission color and intensity directly in the instance.
The troll/goblin-looking modifications are amazing! Imagine running around in an MMORPG and you see that specimen. What a dream come true for all the fantasy-genre nerds
Those are really cool! Yes, I suppose you can really push the look of the characters with the out-of-the-box options. At least it’s a great base to start with and then go from there.
@RealtimeGraphX Hi It is great work ,and I also did some test to custom metahuman head in maya and back to unreal engine, some is work well, but this is some problem that the customized head eyelid had dark line when close the eye and there are no darkline on original head , did you have encountered the same problem?