Increased range of red hues in the hair color selection
Ability to dye hair
Added LODs for some hairstyles that were missing them
UI
Added support for color presets when selecting hair, makeup, or clothing colors
Sculpt marker appearance updated to be more visible across skintones
Renamed ‘Body type’ section to ‘Proportions’ section
Head proportions
Added ability to decrease and increase head size
Lighting Scenarios
Added 6 lighting preset scenarios
Makeup
Added foundation, concealer, and blush options
Body Rigs
Improvements to hand rigs
Added toe rigs to support toe movement
Maya source assets updated to reflect latest changes
Clothing
Skinning updates to shorts
Presets
Presets updated to utilize latest improvements to body rigs and hair coloring
Rigging
Added Simple Face Rig
Performance
Optimizations to shader graph
Texture baking
When downloading MetaHumans, the texture sets will be baked, allowing for better performance across platforms. This change also enables all MetaHuman textures to be reflected on mobile platforms.
The list of baked textures:
Head and Chest textures (Normal, Cavity and Base Color) are baked into one texture
Follicle mask, Freckles and Skin Accents are baked into Head Base Color
Makeup masks are packed into 2 textures across different channels (1. Foundation, Concealer and Blusher; 2. Eye Makeup and Lipstick)
All Baked Groom Textures are merged into 2 textures (Attribute map and RootTip Gradient map)
Higher LODs have grooms baked into Base Color texture
Language Support
Added support for Spanish, Spanish (Latin America), French, German, and Portuguese
Improved localization coverage, as some text was not being localized
Known Issues
Export time for MetaHumans has increased by ~10 minutes
Flickering hair shadows on some AMD GPUs in UE 4.26 and 4.27 - this will be fixed in UE5.
Short Low Ponytail has deformed strands after exporting to UE.
Existing MetaHumans may find their hair colour has changed.
Some users may see some pixelation on their Metahuman in Creator. In the rare case this occurs, the issue will either resolve itself (as you continue working in Creator) or manually by starting a new session.
Exporting MetaHumans that are already in a level
When exporting characters that are already part of a Level in Unreal Engine (UE), follow the workflow below:
Ensure you have at least version 7.4 of the Unreal Engine Plugin installed within Quixel Bridge.
Export your character from Quixel Bridge to UE.
If the exported character already exists in the Level, you will see the following pop-up message: This character you are trying to import already exists. Please close UE and overwrite the character manually FROM {Source Character File Path} TO: {Destination Character File Path}.
To overwrite the character that already exists in the Level, Close UE, then copy your character’s Assets from the Source Character File Path to the Destination Character File Path (both these file paths are contained in the notification message described in step 2).
Appreciate it!! I would also like to vote for a neck width increase/decrease slider. Now that we can change the head size I find that the neck can look too thick in comparison.
I’m not 100% sure but I think if you purchase a subscription to Quixel Bridge, it will let you use the MetaHuman rig in blender, so you could then use your mo-cap stuff. Right now if you dont buy a subscription they only let you export to MAYA and Unreal Engine, Sadly.
Head size is working when using the MetaHuman creator, but no changes when exporting the model from bridge to maya/unreal.
tried the same metahuman but with different head size, but in every time, after exporting it from Bridge to Maya/Unreal it is always a default head scale ( 0.00 scale )
Trying to get 0.5.0 meshes into modionbuilder for mocap retarget but they dont have a head…any advice on how to do this? I have tried with the sources asset and well as the combined mesh that are in the maya file…nothing works…Metahuman 0.5.0 to Motionbuilder For Retargeting Workflow Update - YouTube
The way I’ve been doing it lately is to export both the face mesh and body to blender, then use the skeleton of the body for the face and then import the face mesh with the new skeleton from the body back in to unreal, I’ve been using the Mesh Bake plug-in to merge the two meshes. You will need to correct the weights for the head in blender though on the head bone as the front portion of the face was weighted for the. The Mesh Bake plug-in is paid for but you can also just combine the meshes in blender.
I appreciate your explanation, but that’s not really viable for me. I’m using Maya and motionbuilder…not sure why this rwalease has done this to be honest…things are hard enough as it is
Yeah I don’t know why either. Should be able to achieve the same in Maya if not with better results than blender, essentially what you need to do is import both the face and body in to Maya and then delete the face skeleton and then skin the face to the same skeleton as the body, I’m not familiar with Maya but shout work the same.