Hi. How can i delete 1 tooth in my Metahuman model?
Thanks.
Would blacking it out be enough? If so, you could open the texture in photoshop and black it out. Otherwise, I think you’d need to do more complex modeling modifications. Perhaps you could remap the UV for that tooth and remove it if you didn’t want to modify the model itself.
You could modify the shader which might get a little complicated because I dont think that is a cutout enabled shader.
Probably simplest way is export the model to your 3d DCC, delete the tooth mesh, make sure you delete non-deformer construction history, and export back to unreal. Shouldnt have any issues with that.
Quickest and easiest way for you would be to create a mask in the material, I believe it would still leave a shadow though.
It would take some knowledge of Maya . But you could simply export the head object as .fbx, modify the mesh object in Maya, and then export to FBX (with BlendShapes and rig) and import to Unreal (but choose the metahuman skeleton). Reconnect all of the shaders and then replace the head in the blueprint.
I am leaving out a lot of details that you’d have to do in Maya for this to work. And I have not tried it. But in theory if you got it back into Unreal with Blendshapes and bones. It is just a skeletal mesh at that point and it could be replaced.
At my studio we have replaced and added other parts such as cloth and hair. But we have not tried the head as yet.
Hi, how did you solve it at the end?
I’m facing the same issue/task.
Another tooth throw.