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Garry_Seven_of_one
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Garry_Seven_of_one
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 457,
Visits: 1.9K
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Same here,you using Maya? Any luck?
Garry, Clearstream, Seven_of_one
 My Pinterests
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Garry_Seven_of_one
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Garry_Seven_of_one
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 457,
Visits: 1.9K
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Hi, You export to maya to subd, then into unreal? Auto setup still works? Will try this today.
Garry, Clearstream, Seven_of_one
 My Pinterests
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Start reading here : https://forum.reallusion.com/419325/Tips-Tricks-for-Unreal-Engine-4?PageIndex=185 ... and the next 5 pages and some before :P , there are some tips how to do it. After importing you have to copy and paste the HD Materials from the CC3+ Character to the Imported Maya CC3HD Character , takes only a minute. ( or drag and drop from the Material Folder ) Important : Export from CC3 with Unreal settings to Maya , so you get the Mannequin Skeleton and no problems when importing from Maya to UE4.
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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I will try " Vadim+2's " Wrinkle map with a subdivided CC3+ Character , curious how it will look like.
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Meta Human Morphs - (Destroying MH's) :D

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vadim+2
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vadim+2
Posted 4 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 60,
Visits: 1.5K
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Bassline303 (4/7/2021) I will try " Vadim+2's " Wrinkle map with a subdivided CC3+ Character , curious how it will look like.I don't think it will make any difference, because wrinkles are achieved using only normal maps. There are no displacement maps included, unfortunately. Also, wanted to ask you, how long does it take for you to import subdivided character to ue4? It seems like my import is stuck at 0% and doesn't move for 10 minutes even though the FBX file is only ~ 70MB, but maybe I did something wrong while exporting from Blender. I don't think it because of the "Delete-by-type" you did in Maya based on the information from this Reddit post
______________________________________________________________ Vadim Karpenko, Unreal Engine 4 developer.
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Import time is about 1 min or less. When i don't use the "delete history" thing in Maya , it doesn't import at all ... it freezes like yours. I tried it with C4d too , SubD is ok but I don't get round edges imported , looks like C4d doesn't export round edges to fbx. In c4d there is no "deleting history" thing and it worked , so it should work with blender too. The c4d export with SubD was about 250MB (with all morphs and textures - 130MB without textures) but when I export the imported c4d CC3 Character out of Unreal via FBX it is only 14MB (with all morphs without textures) , crazy , looks like UE4 is compressing , recompiling or baking the morphs while importing.
The Morphs have to be subdivided too (in C4d) Try to export from Blender without morphs , does it work then ?
RL knows about our wish to export SubD , so hopefully we will get it with the next update.
Wrinkle Map , ha you are right....there will be no difference cause of normal maps.
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Garry_Seven_of_one
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Garry_Seven_of_one
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 457,
Visits: 1.9K
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Ok, thanks for that. Imported the smoothed model with unreal skeleton into unreal, but can we not use the json file to tell it to get the materials? do you mean replicating the shaders and textures in unreal after import? I mean if you already imported a character from cc3 or iclone into unreal with material auto setup, it creates a json file with that file name, so I thought that if I replicated that json file when importing the character from maya it would use it? Or am I miles off in my understanding here? And when importing it from maya to unreal are you letting it create new skeleton or use one already imported direct from cc3 as bones should be the same yes? It’s kind of driving me crazy as I’ve spent a lot is cash on the products over the years and meta human is going to be free, so it’s kind of annoying me, especially as I prefer Maya anyway for animation.. I read the pages you suggested but I need to read a few more times to understand them as it’s a bit disjointed as it’s a thread
Garry, Clearstream, Seven_of_one
 My Pinterests
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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Look at this Meta Human bust talking, it looks very realistic:
But this is my all time favorite MetaHuman Redux:
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