【虚幻教程】虚幻引擎 MetaHuman 服装工匠指南_CGART

【虚幻教程】虚幻引擎 MetaHuman 服装工匠指南_CGART-橙光艺术网
22【虚幻教程】虚幻引擎 MetaHuman 服装工匠指南_CGART
【虚幻教程】22【虚幻教程】虚幻引擎 MetaHuman 服装工匠指南_CGART
35积分
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此文章由橙光艺术网(www.cgart.net)收集整理发布

22【虚幻教程】虚幻引擎 MetaHuman 服装工匠指南图片[1]-【虚幻教程】虚幻引擎 MetaHuman 服装工匠指南_CGART-橙光艺术网【虚幻教程】Workman\’s Guide to MetaHuman Outfits for Unreal Engine

Published 7/2025
Created by Matt Workman
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Beginner | Genre: eLearning | Language: English | Duration: 36 Lectures ( 4h 22m ) | Size: 3.33 GB
Learn how to create Parametric Clothing compatible with MetaHuman Creator to sell on Fab
What you’ll learn
Create a custom Outfit compatible with MetaHuman Creator Parametric Bodies
Create a MetaHuman package to sell on Fab or share between Unreal Engine projects
Learn how to setup customizable materials for MetaHuman Creator
Learn how to test MetaHuman clothing in Unreal Engine
Create basic MetaHuman clothing in Marvelous Designer
Create RGB Masks for Customizable Materials in Substance Painter
Requirements
Basic Unreal Engine knowledge
Description
This course covers the entire workflow and best practices to make “resizable” clothing that automatically matches the MetaHuman “Parametric Body” system introduced in Unreal Engine 5.6.  The end goal is to create an “Outfit Asset” that can be packaged as a .MHPKG file that can be sold on Fab and easily distributed to other Unreal Engine projects.For beginners, the course covers installing Unreal Engine and setting up all of the necessary MetaHuman plugins.  We then cover the basic workflow of using MetaHuman Creator inside of Unreal Engine to create a MetaHuman Character.  We show the process of importing the MetaHuman Body Presets from Fab and getting them ready for creating 3D clothing in external DCCs.This course is not intended to teach professional AAA character art.  We cover a simple process of creating clothing in Marvelous Designer that is suited for beginners.  We then cover some best practices for prepping Materials and UVs in Maya that match the MetaHuman and Fab standards.  We do a very basic texturing pass in Substance Painter and importantly create RGB masks that enable custom color parameters in MetaHuman Creator.  The concepts covered here can be applied when working in Blender or any other 3D DCC.  The process shown in this course does not require Maya or the MetaHuman for Maya plugin.After creating a very simple 3D garment, the course covers the entire workflow from import of models and textures into Unreal Engine to creating and hooking up all of the new assets in Unreal Engine required to create a fully compatible Outfit Asset.  We also create a custom Materials that allows for color customization within MetaHuman Creator.橙光艺术网-(CGART.net)

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