• Il est inacceptable de voir des entreprises comme Meta lancer des plugins comme le "MetaTailor Unreal Engine Bridge" sans véritable considération pour les utilisateurs. Oui, ce plugin promet de rendre le processus d'habillage des MetaHumans plus rapide, mais à quel prix ? En phase bêta, ce produit est loin d'être parfait et nous laisse avec plus de questions que de réponses.

    Cette technologie est censée faciliter l'échange de données entre Unreal Engine et l'outil de fitting de vêtements 3D, mais elle n'est qu'une autre démonstration de la précipitation des entreprises à sortir des produits inachevés. Les développeurs méritent mieux que cela ! Arrêtez de nous balancer des prom
    Il est inacceptable de voir des entreprises comme Meta lancer des plugins comme le "MetaTailor Unreal Engine Bridge" sans véritable considération pour les utilisateurs. Oui, ce plugin promet de rendre le processus d'habillage des MetaHumans plus rapide, mais à quel prix ? En phase bêta, ce produit est loin d'être parfait et nous laisse avec plus de questions que de réponses. Cette technologie est censée faciliter l'échange de données entre Unreal Engine et l'outil de fitting de vêtements 3D, mais elle n'est qu'une autre démonstration de la précipitation des entreprises à sortir des produits inachevés. Les développeurs méritent mieux que cela ! Arrêtez de nous balancer des prom
    Check out the new MetaTailor Unreal Engine Bridge plugin
    Dress MetaHumans faster with the new plugin to help round-trip data between Unreal Engine and the 3D clothing fitting tool. Free in beta.
    1 Comentários 0 Compartilhamentos 0 Anterior
  • How To Create & Animate Breakdance-Inspired Streetwear

    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
    #how #create #ampamp #animate #breakdanceinspired
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford #how #create #ampamp #animate #breakdanceinspired
    80.LV
    How To Create & Animate Breakdance-Inspired Streetwear
    IntroductionHi, my name is Pankaj Kholiya, and I am a Senior 3D Character Artist. I've been working in the game industry for the past 8 years. I worked on titles like Call of Duty: Black Ops 6, That Christmas, Ghost of Tsushima Director's Cut, Star Wars: Outlaws, Alan Wake 2, Street Fighter 6, and many more. Currently, I'm working as a freelancer for the gaming and cinematics industry.Since my last interview, I made a few personal works, was a part of a Netflix movie, That Christmas, and worked with Platige on Star Wars: Outlaws and Call of Duty: Black Ops 6 cinematic.The Breakdancing Clothing ProjectIt all started when I witnessed a dance battle that a friend organized. It was like watching Step Up live. There, I got the inspiration to create a break dancer. I started by gathering different references from the internet. I found one particular image on Pinterest and decided to recreate it in 3D.At first, the idea was to create the outfit in one pose, but along the way, I also decided to create a dancing version of the character and explore Unreal Engine. Here is the ref I used for the dancing version:Getting StartedFor the upcoming talents, I'll try to describe my process in a few points. Even before starting Marvelous Designer, I made sure to have my base character ready for animation and simulation. This time, I decided to use the MetaHuman creator for the base due to its high-quality textures and materials. My primary focus was on the clothing, so using MetaHuman saved a lot of time.After I was satisfied with how my MetaHuman looked, I took it to Mixamo to get some animations. I was really impressed by how good the animations worked on the MetaHuman. Once I had the animations, I took the animation into Marvelous Designer and simulated the clothes.For the posed character, I adjusted the rig to match the pose like the reference and used the same method as in this tutorial to pose the character:ClothingFor this particular project, I didn't focus on the topology as it was just for a single render. I just packed the UVs in Marvelous Designer, exported the quad mesh from Marvelous Designer, subdivided it a few times, and started working on the detailing part in ZBrush.For the texture, I used the low-division mesh from the ZBrush file, as I already had the UVs on it. I then baked the normal and other maps on it and took it to Substance 3D Painter.AnimationThere are multiple ways to animate the metahuman character. For this project, I've used Mixamo. I imported my character into Mixamo, selected the animation I liked, and exported it. After that, I just imported it to Marvelous Designer and hit the simulation button. You can check my previous breakdown for the Mixamo pipeline.Once happy with the result, I exported the simulated cloth as an Alembic to Unreal Engine. Tutorial for importing clothes into Unreal Engine:Lighting & RenderingThe main target was to match the lighting closely to the reference. This was my first project in Unreal Engine, so I wanted to explore the lighting and see how far I could go with it. Being new to the Unreal Engine, I went through a lot of tutorials. Here are the lights I've used for the posed version:For the dancing version, I've created a stage like the ref from the Step Up movie: Some tips I found useful for the rendering are in the video below:ConclusionAt first, I had a clear direction for this project and was confident in my skills to tackle the art aspect of it. But things changed when I dived into Unreal Engine for my presentation. More than half the time on this project went into learning and getting used to Unreal Engine. I don't regret a single second I invested in Unreal, as it was a new experience. It took around 15 days to wrap this one up.The lesson I learned is that upgrading your knowledge and learning new things will help you grow as an artist in the long run. Approaching how you make an artwork has changed a lot ever since I started 3D, and adapting to the changing art environment is a good thing. Here are some recommendations if you are interested in learning Unreal Engine.Pankaj Kholiya, Senior 3D Character ArtistInterview conducted by Amber Rutherford
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  • Tutorial: Practical Lighting for Production

    Saturday, June 14th, 2025
    Posted by Jim Thacker
    Tutorial: Practical Lighting for Production

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham.
    The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke.
    Discover professional workflows for lighting a CG shot to match a movie reference
    In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software.
    He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup.
    Next, he creates a shot camera and set dresses the environment using kitbash assets.
    Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps.
    From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes.
    Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities.
    He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference.
    As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files.
    The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo.
    About the artist
    Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment.
    At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist.
    Pricing and availability
    Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials.
    Subscriptions cost /month or /year. Free trials are available.
    about Practical Lighting for Production on The Gnomon Workshop’s website

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    Full disclosure: CG Channel is owned by Gnomon.

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    Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop.
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    #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost /month or /year. Free trials are available. about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRenderOnline render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts #tutorial #practical #lighting #production
    Tutorial: Practical Lighting for Production
    Saturday, June 14th, 2025 Posted by Jim Thacker Tutorial: Practical Lighting for Production html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The Gnomon Workshop has released Practical Lighting for Production, a guide to VFX and cinematics workflows recorded by former Blizzard lighting lead Graham Cunningham. The intermediate-level workshop provides four hours of training in Maya, Arnold and Nuke. Discover professional workflows for lighting a CG shot to match a movie reference In the workshop, Cunningham sets out the complete process of lighting and compositing a shot to match a movie reference, using industry-standard software. He begins by setting up a basic look development light rig in Maya, importing a 3D character, assigning materials and shading components, and creating a turntable setup. Next, he creates a shot camera and set dresses the environment using kitbash assets. Cunningham also discusses strategies for lighting a character, including how to use dome lights and area lights to provide key, fill and rim lighting, and how to use HDRI maps. From there, he moves to rendering using Arnold, discussing render settings, depth of field, and how to create render passes. Cunningham then assembles the render passes in Nuke, splits out the light AOVs, and sets out how to adjust light colors and intensities. He also reveals how to add atmosphere, how to use cryptomattes to fine tune the results, how to add post effects, and how to apply a final color grade to match a chosen movie reference. As well as the tutorial videos, viewers of the workshop can download one of Cunningham’s Maya files. The workshop uses 3D Scan Store’s commercial Female Explorer Game Character, and KitBash3D’s Wreckage Kit, plus assets from KitBash3D’s Cargo. About the artist Graham Cunningham is a Senior Lighting, Compositing and Lookdev Artist, beginning his career as a generalist working in VFX for film and TV before moving to Blizzard Entertainment. At Blizzard, he contributed to cinematics for Diablo IV, Diablo Immortal, Starcraft II, Heroes of the Storm, World of Warcraft, Overwatch, and Overwatch 2, many of them as a lead lighting artist. Pricing and availability Practical Lighting for Production is available via a subscription to The Gnomon Workshop, which provides access to over 300 tutorials. Subscriptions cost $57/month or $519/year. Free trials are available. Read more about Practical Lighting for Production on The Gnomon Workshop’s website Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. Full disclosure: CG Channel is owned by Gnomon. Latest News DreamWorks Animation releases MoonRay 2.15 Check out the new features in the open-source release of DreamWorks Animation's production renderer. used on movies like The Wild Robot. Sunday, June 15th, 2025 Tutorial: Practical Lighting for Production Master professional CG lighting workflows with former Blizzard lighting lead Graham Cunningham's tutorial for The Gnomon Workshop. Saturday, June 14th, 2025 Boris FX releases Mocha Pro 2025.5 Planar tracking tool gets new AI face recognition system for automatically obscuring identities in footage. Check out its other new features. Friday, June 13th, 2025 Leopoly adds voxel sculpting to Shapelab 2025 Summer 2025 update to the VR modeling app expands the new voxel engine for blocking out 3D forms. See the other new features. Friday, June 13th, 2025 iRender: the next-gen render farm for OctaneRender [Sponsored] Online render farm iRender explains why its powerful, affordable GPU rendering solutions are a must for OctaneRender users. Wednesday, June 11th, 2025 Master Architectural Design for Games using Blender & UE5 Discover how to create game environments grounded in architectural principles with The Gnomon Workshop's new tutorial. Monday, June 9th, 2025 More News Epic Games' free Live Link Face app is now available for Android Adobe launches Photoshop on Android and iPhone Sketchsoft releases Feather 1.3 Autodesk releases 3ds Max 2026.1 Autodesk adds AI animation tool MotionMaker to Maya 2026.1 You can now sell MetaHumans, or use them in Unity or Godot Epic Games to rebrand RealityCapture as RealityScan 2.0 Epic Games releases Unreal Engine 5.6 Pulze releases new network render manager RenderFlow 1.0 Xencelabs launches Pen Tablet Medium v2 Desktop edition of sculpting app Nomad enters free beta Boris FX releases Silhouette 2025 Older Posts
    0 Comentários 0 Compartilhamentos 0 Anterior
  • The State of Unreal 2025

    The State of Unreal 2025 / News / June 3, 2025 / Unreal

    Epic Games State of Unreal 2025 is currently underway in Florida and the keynote has just concluded. There was game footage from several upcoming games including perhaps the highest profile upcoming Unreal Engine 5 release, the Witcher 4. Of the most interest to game developers however are the following announcements:
    Unreal Engine 5.6
    Unreal Engine 5.6 is now available for download. It was first released in preview format back in May and adds several performance improvements, animation improvements and more. More details of the Unreal Engine 5.6 release are available here and we should have coverage up shortly.
    MetaHuman Now Integrated into Unreal Engine 5.6
    Epic’s advanced character creation software MetaHumans is now integrated directly into UE 5.6, running in a hybrid local and remote server model. MetaHumans also received several new features and capabilities. Another key announcement is that MetaHuman content is now integrated on the Fab marketplace. Additionally, MetaHuman licensing has been changed enabling developers using all engines, not just Unreal Engine, to make use of them.
    Epic Game Store Announcements
    There were also several announcements for developers revolving around changes to revenue share, incentives as well as the ability to create an online presence/store via WebStores. Many of these changes were announced back in May if you are looking for more details.
    We have condensed the State of Unreal 2025 keynote from 2 hours down to under 15 minutes focusing on the details of most interest to game developers in the video below.
    #state #unreal
    The State of Unreal 2025
    The State of Unreal 2025 / News / June 3, 2025 / Unreal Epic Games State of Unreal 2025 is currently underway in Florida and the keynote has just concluded. There was game footage from several upcoming games including perhaps the highest profile upcoming Unreal Engine 5 release, the Witcher 4. Of the most interest to game developers however are the following announcements: Unreal Engine 5.6 Unreal Engine 5.6 is now available for download. It was first released in preview format back in May and adds several performance improvements, animation improvements and more. More details of the Unreal Engine 5.6 release are available here and we should have coverage up shortly. MetaHuman Now Integrated into Unreal Engine 5.6 Epic’s advanced character creation software MetaHumans is now integrated directly into UE 5.6, running in a hybrid local and remote server model. MetaHumans also received several new features and capabilities. Another key announcement is that MetaHuman content is now integrated on the Fab marketplace. Additionally, MetaHuman licensing has been changed enabling developers using all engines, not just Unreal Engine, to make use of them. Epic Game Store Announcements There were also several announcements for developers revolving around changes to revenue share, incentives as well as the ability to create an online presence/store via WebStores. Many of these changes were announced back in May if you are looking for more details. We have condensed the State of Unreal 2025 keynote from 2 hours down to under 15 minutes focusing on the details of most interest to game developers in the video below. #state #unreal
    GAMEFROMSCRATCH.COM
    The State of Unreal 2025
    The State of Unreal 2025 / News / June 3, 2025 / Unreal Epic Games State of Unreal 2025 is currently underway in Florida and the keynote has just concluded. There was game footage from several upcoming games including perhaps the highest profile upcoming Unreal Engine 5 release, the Witcher 4. Of the most interest to game developers however are the following announcements: Unreal Engine 5.6 Unreal Engine 5.6 is now available for download. It was first released in preview format back in May and adds several performance improvements, animation improvements and more. More details of the Unreal Engine 5.6 release are available here and we should have coverage up shortly. MetaHuman Now Integrated into Unreal Engine 5.6 Epic’s advanced character creation software MetaHumans is now integrated directly into UE 5.6, running in a hybrid local and remote server model. MetaHumans also received several new features and capabilities. Another key announcement is that MetaHuman content is now integrated on the Fab marketplace. Additionally, MetaHuman licensing has been changed enabling developers using all engines, not just Unreal Engine, to make use of them. Epic Game Store Announcements There were also several announcements for developers revolving around changes to revenue share, incentives as well as the ability to create an online presence/store via WebStores. Many of these changes were announced back in May if you are looking for more details. We have condensed the State of Unreal 2025 keynote from 2 hours down to under 15 minutes focusing on the details of most interest to game developers in the video below.
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  • Unreal Engine 5.6 Released

    Unreal Engine 5.6 Released / News / June 4, 2025 / Release, Unreal

    Announced yesterday at the State of Unreal Unreal Engine has now been released. Released in preview back in the middle of May UE 5.6 adds a ton of new features to the popular game engine, with the highlight of this release being MetaHumans being integrated directly into the engine. In addition the terms of use for MetaHumans have been updated so that it is permissible to use characters in all game engines, not just Unreal.
    There are also several bundles running right now for Unreal Engine developers, linked below in the Key Links category.
    Highlights of the Unreal Engine 5.6 release include:
    Powerful, high-fidelity 60 FPS open worlds: Enhanced capabilities for creating large, detailed game worlds that run smoothly at 60 frames per second. Lots of focus on rendering optimizations to cut down on some of the performance issues plaguing Unreal lately.
    Accelerated animation authoring: Tools and workflows that speed up the process of creating and implementing animations. A large number of modelling and animation tools are being brought into Unreal and soon may not require an external DCC for many actions.
    In-engine MetaHuman creation: The ability to create and customize realistic digital humans directly within the Unreal Engine editor. As mentioned earlier licensing terms have also been updated so MetaHumans can be used in other game engines.
    Simplified UX/UI experience: Improvements to the user interface and user experience, making the engine easier and more intuitive to use. These changes can be toggled off if you prefer the earlier UI.
    Improved developer iteration: Faster build times and streamlined processes to help developers see their changes and test their projects more quickly.
    Faster worldbuilding with procedural tools: Advanced procedural content generation tools that enable quicker creation of complex game environments. This includes static geometry streaming as well as Nanite foliage support.
    Enhanced cinematic & performance capture workflows: Upgrades to the tools used for creating cinematics and capturing performances, leading to higher quality results.
    Key Links
    Unreal Engine 5.6 Blog
    Unreal Engine 5.6 Release Notes
    Space Nova Unreal Bundle Star Nova Unreal Bundle Big Bang Unreal & Unity Humble Bundle
    You can learn more about the Unreal Engine 5.6 release in the video below. Using the links above to purchase bundles helps support GFS
    #unreal #engine #released
    Unreal Engine 5.6 Released
    Unreal Engine 5.6 Released / News / June 4, 2025 / Release, Unreal Announced yesterday at the State of Unreal Unreal Engine has now been released. Released in preview back in the middle of May UE 5.6 adds a ton of new features to the popular game engine, with the highlight of this release being MetaHumans being integrated directly into the engine. In addition the terms of use for MetaHumans have been updated so that it is permissible to use characters in all game engines, not just Unreal. There are also several bundles running right now for Unreal Engine developers, linked below in the Key Links category. Highlights of the Unreal Engine 5.6 release include: Powerful, high-fidelity 60 FPS open worlds: Enhanced capabilities for creating large, detailed game worlds that run smoothly at 60 frames per second. Lots of focus on rendering optimizations to cut down on some of the performance issues plaguing Unreal lately. Accelerated animation authoring: Tools and workflows that speed up the process of creating and implementing animations. A large number of modelling and animation tools are being brought into Unreal and soon may not require an external DCC for many actions. In-engine MetaHuman creation: The ability to create and customize realistic digital humans directly within the Unreal Engine editor. As mentioned earlier licensing terms have also been updated so MetaHumans can be used in other game engines. Simplified UX/UI experience: Improvements to the user interface and user experience, making the engine easier and more intuitive to use. These changes can be toggled off if you prefer the earlier UI. Improved developer iteration: Faster build times and streamlined processes to help developers see their changes and test their projects more quickly. Faster worldbuilding with procedural tools: Advanced procedural content generation tools that enable quicker creation of complex game environments. This includes static geometry streaming as well as Nanite foliage support. Enhanced cinematic & performance capture workflows: Upgrades to the tools used for creating cinematics and capturing performances, leading to higher quality results. Key Links Unreal Engine 5.6 Blog Unreal Engine 5.6 Release Notes Space Nova Unreal Bundle Star Nova Unreal Bundle Big Bang Unreal & Unity Humble Bundle You can learn more about the Unreal Engine 5.6 release in the video below. Using the links above to purchase bundles helps support GFS #unreal #engine #released
    GAMEFROMSCRATCH.COM
    Unreal Engine 5.6 Released
    Unreal Engine 5.6 Released / News / June 4, 2025 / Release, Unreal Announced yesterday at the State of Unreal Unreal Engine has now been released. Released in preview back in the middle of May UE 5.6 adds a ton of new features to the popular game engine, with the highlight of this release being MetaHumans being integrated directly into the engine. In addition the terms of use for MetaHumans have been updated so that it is permissible to use characters in all game engines, not just Unreal. There are also several bundles running right now for Unreal Engine developers, linked below in the Key Links category. Highlights of the Unreal Engine 5.6 release include: Powerful, high-fidelity 60 FPS open worlds: Enhanced capabilities for creating large, detailed game worlds that run smoothly at 60 frames per second. Lots of focus on rendering optimizations to cut down on some of the performance issues plaguing Unreal lately. Accelerated animation authoring: Tools and workflows that speed up the process of creating and implementing animations. A large number of modelling and animation tools are being brought into Unreal and soon may not require an external DCC for many actions. In-engine MetaHuman creation: The ability to create and customize realistic digital humans directly within the Unreal Engine editor. As mentioned earlier licensing terms have also been updated so MetaHumans can be used in other game engines. Simplified UX/UI experience: Improvements to the user interface and user experience, making the engine easier and more intuitive to use. These changes can be toggled off if you prefer the earlier UI. Improved developer iteration: Faster build times and streamlined processes to help developers see their changes and test their projects more quickly. Faster worldbuilding with procedural tools: Advanced procedural content generation tools that enable quicker creation of complex game environments. This includes static geometry streaming as well as Nanite foliage support. Enhanced cinematic & performance capture workflows: Upgrades to the tools used for creating cinematics and capturing performances, leading to higher quality results. Key Links Unreal Engine 5.6 Blog Unreal Engine 5.6 Release Notes Space Nova Unreal Bundle (Use code SN70) Star Nova Unreal Bundle (Use Code SN40) Big Bang Unreal & Unity Humble Bundle You can learn more about the Unreal Engine 5.6 release in the video below. Using the links above to purchase bundles helps support GFS (and thanks so much if you do!)
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  • <p>Missed the State of Unreal? Catch up here.</p>

    And that’s a wrap! We had a blast at this year’s State of Unreal—it was awesome to host it at Unreal Fest for the first time. Huge announcements on The Witcher 4 Unreal Engine 5 Tech Demo, the latest UE 5.6 news, big updates to MetaHuman and exciting IP coming to UEFN made for a spellbinding show. 
    #ampltpampgtmissed #state #unreal #catch #hereampltpampgt
    <p>Missed the State of Unreal? Catch up here.</p>
    And that’s a wrap! We had a blast at this year’s State of Unreal—it was awesome to host it at Unreal Fest for the first time. Huge announcements on The Witcher 4 Unreal Engine 5 Tech Demo, the latest UE 5.6 news, big updates to MetaHuman and exciting IP coming to UEFN made for a spellbinding show.  #ampltpampgtmissed #state #unreal #catch #hereampltpampgt
    WWW.UNREALENGINE.COM
    <p>Missed the State of Unreal? Catch up here.</p>
    And that’s a wrap! We had a blast at this year’s State of Unreal—it was awesome to host it at Unreal Fest for the first time. Huge announcements on The Witcher 4 Unreal Engine 5 Tech Demo, the latest UE 5.6 news, big updates to MetaHuman and exciting IP coming to UEFN made for a spellbinding show. 
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  • You can now sell MetaHumans, or use them in Unity or Godot

    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" ";

    The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine.

    Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine.
    In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects.
    There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini.
    A suite of tools for generating and animating realistic real-time 3D characters

    First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans.
    Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing.
    The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps.
    The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character.
    MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine.
    Now integrated directly into Unreal Engine 5.6

    That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows.
    Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access.
    However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”.


    Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions.

    Updates to both MetaHuman Creator and MetaHuman Animator

    In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types.
    Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes.
    MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams.
    The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage.
    You can find fuller descriptions of the new features in Epic Games’ blog post.
    Use MetaHumans in Unity or Godot games, or sell them on online marketplaces

    Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under million/year in revenue.
    MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines.
    The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves.
    Studios earning more than million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost /year.
    However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games.

    The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools.

    New plugins streamline editing MetaHumans in Maya and Houdini

    Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools.
    Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format.
    The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format.
    The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms.
    Price, licensing and system requirements

    MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed.
    All of the software is free to use, including for commercial projects, if you earn under million/year. You can find more information on licensing in the story above.
    Read an overview of the changes to the MetaHuman software on Epic Games’ blog
    Download the free MetaHuman for Maya and Houdini plugins and starter kits
    Read Epic Games’ FAQs about the changes to licensing for MetaHumans

    Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
    #you #can #now #sell #metahumans
    You can now sell MetaHumans, or use them in Unity or Godot
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "; The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine. Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine. In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects. There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini. A suite of tools for generating and animating realistic real-time 3D characters First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans. Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing. The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps. The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character. MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine. Now integrated directly into Unreal Engine 5.6 That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows. Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access. However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”. Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions. Updates to both MetaHuman Creator and MetaHuman Animator In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types. Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes. MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams. The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage. You can find fuller descriptions of the new features in Epic Games’ blog post. Use MetaHumans in Unity or Godot games, or sell them on online marketplaces Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under million/year in revenue. MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines. The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves. Studios earning more than million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost /year. However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games. The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools. New plugins streamline editing MetaHumans in Maya and Houdini Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools. Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format. The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format. The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms. Price, licensing and system requirements MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed. All of the software is free to use, including for commercial projects, if you earn under million/year. You can find more information on licensing in the story above. Read an overview of the changes to the MetaHuman software on Epic Games’ blog Download the free MetaHuman for Maya and Houdini plugins and starter kits Read Epic Games’ FAQs about the changes to licensing for MetaHumans Have your say on this story by following CG Channel on Facebook, Instagram and X. As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects. #you #can #now #sell #metahumans
    You can now sell MetaHumans, or use them in Unity or Godot
    html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd" The MetaHuman client reel. Epic Games’ framework for generating realistic 3D characters for games is out of early access, and can now be used with any DCC app or game engine. Epic Games has officially launched MetaHuman, its framework for generating realistic 3D characters for games, animation and VFX work, after four years in early access.The core applications, MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator, are now integrated into Unreal Engine 5.6, the latest version of the game engine. In addition, Epic has updated the licensing for MetaHuman characters, making it possible to use them in any game engine or DCC application, including in commercial projects. There are also two new free plugins, MetaHuman for Maya and MetaHuman for Houdini, intended to streamline the process of editing MetaHumans in Maya and Houdini. A suite of tools for generating and animating realistic real-time 3D characters First launched in early access in 2021, MetaHuman is a framework of tools for generating realistic 3D characters for next-gen games, animation, virtual production and VFX.The first component, MetaHuman Creator, enables users to design realistic digital humans. Users can generate new characters by blending between presets, then adjusting the proportions of the face by hand, and customising readymade hairstyles and clothing. The second component, Mesh to MetaHuman, makes it possible to create MetaHumans matching 3D scans or facial models created in other DCC apps. The final component, MetaHuman Animator, streamlines the process of transferring the facial performance of an actor from video footage to a MetaHuman character. MetaHuman Creator was originally a cloud-based tool, while Mesh to MetaHuman and MetaHuman Animator were available via the old MetaHuman plugin for Unreal Engine. Now integrated directly into Unreal Engine 5.6 That changes with the end of early access, with MetaHuman Creator, Mesh to MetaHuman and MetaHuman Animator all now integrated directly into Unreal Engine itself.Integration – available in Unreal Engine 5.6, the latest version of the engine – is intended to simplify character creation and asset management worklows. Studios also get access to the MetaHuman source code, since Unreal Engine itself comes with full C++ source code access. However, the tools still cannot be run entirely locally: according to Epic, in-editor workflow is “enhanced by cloud services that deliver autorigging and texture synthesis”. https://www.cgchannel.com/wp-content/uploads/2025/06/250604_MetaHumanOfficialLaunch_LicensingChanges_UnifiedClothing.mp4 Users can now adjust MetaHumans’ bodies, with a new unified Outfit Asset making it possible to create 3D clothing that adjusts automatically to bodily proportions. Updates to both MetaHuman Creator and MetaHuman Animator In addition, the official release introduces new features, with MetaHuman Creator’s parametric system for creating faces now extended to body shapes.Users can now adjust proportions like height, chest and waist measurements, and leg length, rather than simply selecting preset body types. Similarly, a new unified Outfit Asset makes it possible to author custom 3D clothing, rather than selecting readymade presets, with garments resizing to characters’ body shapes. MetaHuman Animator – which previously required footage from stereo head-mounted cameras or iPhones – now supports footage from mono cameras like webcams. The toolset can also now generate facial animation – both lip sync and head movement – solely from audio recordings, as well as from video footage. You can find fuller descriptions of the new features in Epic Games’ blog post. Use MetaHumans in Unity or Godot games, or sell them on online marketplaces Equally significantly, Epic has changed the licensing for MetaHumans.The MetaHuman toolset is now covered by the standard Unreal Engine EULA, meaning that it can be used for free by any artist or studio with under $1 million/year in revenue. MetaHuman characters and clothing can also now be sold on online marketplaces, or used in commercial projects created with other DCC apps or game engines. The only exception is for AI: you can use MetaHumans in “workflows that incorporate artificial intelligence technology”, but not to train or enhance the AI models themselves. Studios earning more than $1 million/year from projects that use MetaHuman characters need Unreal Engine seat licenses, with currently cost $1,850/year. However, since MetaHuman characters and animations are classed as ‘non-engine products’, they can be used in games created in other engines, like Unity or Godot, without incurring the 5% cut of the revenue that Epic takes from Unreal Engine games. https://www.cgchannel.com/wp-content/uploads/2025/06/250604_MetaHumanOfficialLaunch_LicensingChanges_MetaHumanForMaya.mp4 The free MetaHuman for Maya plugin lets you edit MetaHumans with Maya’s native tools. New plugins streamline editing MetaHumans in Maya and Houdini Last but not least, Epic Games has released new free add-ons intended to streamline the process of editing MetaHumans in other DCC software.The MetaHuman for Maya plugin makes it possible to manipulate the MetaHuman mesh directly with Maya’s standard mesh-editing and sculpting tools. Users can also create MetaHuman-compatible hair grooms using Maya’s XGen toolset, and export them in Alembic format. The MetaHuman for Houdini plugin seems to be confined to grooming, with users able to create hairstyles using Houdini’s native tools, and export them in Alembic format. The plugins themselves are supplemented by MetaHuman Groom Starter Kits for Maya and Houdini, which provide readymade sample files for generating grooms. Price, licensing and system requirements MetaHuman Creator and MetaHuman Animator are integrated into Unreal Engine 5.6. The Unreal Editor is compatible with Windows 10+, macOS 14.0+ and RHEL/Rocky Linux 8+.The MetaHuman plugin for Maya is compatible with Maya 2022-2025. The MetaHuman for Houdini plugin is compatible with Houdini 20.5 with SideFX Labs installed. All of the software is free to use, including for commercial projects, if you earn under $1 million/year. You can find more information on licensing in the story above. Read an overview of the changes to the MetaHuman software on Epic Games’ blog Download the free MetaHuman for Maya and Houdini plugins and starter kits Read Epic Games’ FAQs about the changes to licensing for MetaHumans Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we don’t post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.
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