My workflow for creating a character simliar as Sekiro
Tools I’m using:
Unreal Engine
Blender
Substance Painter
MetaHuman
Marvelous Designer
Plugins for Blender:
Game Rig Tool
https://cgdive.com/game-rig-tools-blender-addon/
Voxel Heat Diffuse Skinning
https://blendermarket.com/products/voxel-heat-diffuse-skinning
Send to Unreal
https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons
Facebook:
https://www.facebook.com/ge.zhan.94
Chapters:
0:00 Demo
01:10 Face – MetaHuman
01:57 Cloth – Marvelous Designer
02:14 High Poly Modeling – Blender
02:49 Low Poly Remesh – Blender
03:21 Rig Character – Blender
04:25 Animation Retarget and Test – Unreal
05:07 UV Unwrap – Blender
05:42 Texturing – Substance Painter
06:10 Modular Character – Unreal
06:50 Outro
#unrealengine #blender #sekiro
source
32 comments
https://youtu.be/xgtQFLSpEqA?si=IpQ3mYWTT5up4SCA
Could you elaborate on how you exported individual bodyparts without getting deformation at the 'joints' after skinning / rigging via GRT?
as well as how you solved the issue of the normals being different between the MetaHuman skull and other meshes.
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