Metahumans Plugin for 5.1.0 ?

MostHost_LA is probably going to let us and Epic have a piece of his mind… and honestly, I’m getting there myself:

EPIC. FIX. THE. ■■■■. META-HUMANS.

They are VERY unstable, performance-wise. Do you want us to produce games for you so you can make money or not!?

I’ve never had a problem exporting the body to zbrush, adjusting, and bringing it back into unreal.
but yeah
a slider interface for the body would be good
Skyrim has better customization for sure
but its free so I’m not going to complain.

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Hello! But how to do it? I mean edit the body in Zbrush and put it back in Unreal? Could you post a link to the lesson? I would be very grateful to you

Just export the mesh as fbx in unreal
import to zbrush
separate the head and body to 2 subtools
subd the body and work on it without changing its topology
export it into blender/maya/max
swap the original metahuman body for the new one.
or use “copy wieghts” from the original to the new one.
There isn’t a lesson.

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Thank you! I’ll try

@christuusgnosis sounds like a really interesting workflow, if you ever put up a Youtube tutorial on this please do share and let us know :slight_smile:

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Yes! That was fast :grin:

But the plugin for Metahuman (UE 5.1) is not yet supported for Mac. Does anyone know when this should happen?

Hello! I do everything according to this lesson: Unreal Engine 5 | Enzo Behind the Scenes | Part 9: Creating the Metahuman Body Morph in Maya - YouTube
When I get to “merge vertices” at 10:03 and send the model after Zbrush back to UE5.1, the model loads with errors, and the UE crashes, but if I send the model without “merge vertices” then everything turns out fine, morphs in UE work, but at the same time, gaps are obtained on the character’s body at the joints, does anyone know how to solve this problem?

absolutely do not merge vertices.
then you are changing the point order.

Shape keys require the model to have the same vertice numbers for each shapekey

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When you export the fbx of the metahuman
you will have 2 meshes really, head and body
when you load into zbrush
copy the subtool
you can split it into head and body to work on it but then you must “reproject all” to the original mesh and re export the original
you cannot change the point order or the body morphs will break
so you have to subd with smooth off or you will separate the neck and head
and then you adjust the body with inflate or whatever
but you cannot change the topology
or again you will need to reproject the new mesh where you changed the topo
back on to the original
if you do you have to "

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Thanks everyone for the replies, I’ve solved the problem in ZBrush itself for now, masking the joints on the seams, smoothing the mask, and then editing the body without touching the seams, until that’s it

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Where in the market place? I can not find it.

Hi, I’m struggling to get my metahuman into unreal at all, it shows metahuman as a checked plugin in unreal 5.1 but it doesn’t seem to be allowing me to import my metahuman from quixel. Also, if anyone can take my metahuman out and put it into unreal for me or as an fbx I’d be so happy, thank you for your time

Future reference:

Make sure if after you DOWNLOAD your MetaHuman you IMPORT it.

They are two separate processes!