Update: The scene so far
After getting to a point where my armor has materials and works well between unreal and substance, I have exported the metahuman body rig to be used inside of maya.
I was initially planning on using a UDIM workflow, however opted for a material based texture workflow.
Regardless, for texile density and optimal detail I chose to use a few 4k maps for the armor alone. Then my most recent work for the katanas I use three in a UDIM Workflow.
Substance render ^^^
Textures are unfinished, but I want a modular workflow to be able to update and visualize in unreal engine.
So my file structure and naming conventions allow a simple re-import to update when I make changes.
Building out the Unreal Scene
I Began working with some quixel assets to make a believable base structure to compliment my armor.
One of my collegues mentioned using rocks sparringly around paths and more intensive around other larger stones or slopes.
As you can somewhat see the density increasing around the edges on the structure and the slope.
^^^ Regrettably my screenshot habits have not improved as much as id like wish I had more in-between photos ^^
I utilize an unreal marketplace Jungle pack alongside megascans and other fab assets to build out my scene.
NOW FOR THE METAHUMAN RIG
While I have been building out this armor on my free time and have come to the conclusion that, in order to produce a more presentable piece for display. Utilizing metahuman for a pose-able and more appealing scene will (in the most timely fashion) expedite the process.
A simple import of the body skeleton from unreal works well, however importing the head rig often produces crashes due to all of the controllers and nurbs being linked to it. Since I am not using the head rig this is also extremely important. ONLY export the body rig to ensure it doesn't include extra bones from the face rig. Otherwise it will produce some import errors when trying to select the metahuman skeleton as yours. Since it doesnt contain any face bones.
The A-pose metahuman uses was slightly different than mine so I simply use three points on the animation timeline.
1. key the base rig pose (second photo)
2. match the rig to my a-pose (first photo)
3. extent pose for painting and ensure minimal skinning issues
4. Return the rig to the base pose with skinning (also the second photo)
After Importing into unreal and adding metahumans skeleton as the skeleton, your content folder should look similar.
Now inside our metahumans character folder we edit the blueprint class. Then we add a component, a new skeletal mesh.
Simply add our skeleton for the armor we imported and then it should appear on any instance of our character.
Now inside our animation window add your character to the timeline and the controls will appear and your golden!
(ALSO any animations you import using the rig should work, and you could decide to use metahuaman's folder to store poses or animations. Then you can access them through the animation menu)
The facial animations use a separate channel so they can be applied separately of the bodys animation.
Note: If you would like to use the face rig for any of your clothing be sure to work on that separately not cause any rig conflicts. Then follow the same steps for the head rig in unreal engine.
For removable sections you could utilize sockets and static meshes rather than skin weights, which Is what I may do for the jaw plate on the samurai to make it removable.





































































