Ye olde Hyborian treadmill.
A brief overview of the pose driver node in unreal 5.
A sample of the character running around in engine. Forgive the quality of my animations and blends - I am not an animator.
Here is a comparison of the corrective shapes.
Here you can see some of the texture blend zones. The main joint rotations drive the blendshape corrective which in turn drive the blend maps.
and another comparison.
This character process starts with the head, a fast blockout to exaggerate forms and search for personality. The blockout mesh is sent to unreal and 'mesh to metahuman' is utilized to save several days to weeks of setup work.
With a little tweaking in maya the neckshape is restored and proportions are finalized. This video is meant to be informative rather than instructional.
Join me on Discord at 3DHUB:
https://discord.gg/GQTCY5k
Some character setup covering the previous post here:
https://www.artstation.com/artwork/Rn9q2E
The rig is done with mgear in maya using the metahuman template and is compatible with the metahuman control rig in unreal. All deformations are setup and driven inside unreal.