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Tips & Tricks for Unreal Engine 4

Posted By StyleMarshal 6 Years Ago
Rated 5 stars based on 2 votes.
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lenny_trimirror
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@TonyDPrime  when you mentioned "synthetic", did you mean the physics or rendering? - appreciate your feedback!

Apologies if this is obvious to you guys but 15k limit is not that low considering that you don't need to have detailed face, arms and feet. Besides, in UE, you can create your own LODs or prepare a simplified mesh elsewhere. 

Cheers!

rosuckmedia
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It all sounds very interesting,
Tony I am looking forward to your first results.😊😊
Greetings Robert.
rosuckmedia
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Thank you Rob, my card survives...Sorry Rob, I've tried to retarget with the new way, as I showed you, the head is no more attached to the body :D. So I work with my old project where everything is ok. I'll work on it after the contest. For now...
[/quote]

Hi Charly, today I finally succeeded,
to connect the new Live Link with FBX Body and Fcae import.😊😊
Greetings Robert.
TonyDPrime
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lenny_trimirror (7/23/2021)
@TonyDPrime  when you mentioned "synthetic", did you mean the physics or rendering? - appreciate your feedback!

Apologies if this is obvious to you guys but 15k limit is not that low considering that you don't need to have detailed face, arms and feet. Besides, in UE, you can create your own LODs or prepare a simplified mesh elsewhere. 

Cheers!



Hi Kenny!  Is the 15K limit something that can be adjusted as far as performance vs quality?
With the synthetic, I am referring to the physics, do the garments per-piece each have their own multi-zone weighting, or is it just single zone dynamics currently.
lenny_trimirror
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@TonyDPrime 
>> Is the 15K limit something that can be adjusted as far as performance vs quality?
We hope to resolve the limit in not that distance future. However, I still don't get why not to use a simplified invisible mesh for the body and cloth collisions

>>With the synthetic, I am referring to the physics, do the garments per-piece each have their own multi-zone weighting, or is it just single zone dynamics currently.
Physical properties can be assign for each separate pattern in the garment. I.e. you can have different materials in one garment. See for example:



StyleMarshal
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Looks great !
So I would like to give it a try and will Email you :)
TonyDPrime
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lenny_trimirror (7/23/2021)
@TonyDPrime 
>> Is the 15K limit something that can be adjusted as far as performance vs quality?
We hope to resolve the limit in not that distance future. However, I still don't get why not to use a simplified invisible mesh for the body and cloth collisions

>>With the synthetic, I am referring to the physics, do the garments per-piece each have their own multi-zone weighting, or is it just single zone dynamics currently.
Physical properties can be assign for each separate pattern in the garment. I.e. you can have different materials in one garment. See for example:





Hi Kenny - with the physics, material zones having different weights that I can craft to my hearts' content sounds great.  In that respect, in matters not whether I see someone else make something look more or less synthetic, if with the same tool I can make it look great.
As far as the 15K, I think if you recommend to users a program or suggested steps to simplify the mesh, I think everyone will be excited to use it.  (A given user on their own may not know how to otherwise)
 
StyleMarshal
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How the pros are using Meta Humans :

https://youtu.be/SGO604ODyMM?t=376
TonyDPrime
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Bassline303 (7/24/2021)
How the pros are using Meta Humans :

https://youtu.be/SGO604ODyMM?t=376




It looks really really cool!
Now If they had Bassline, Charly, and Rob, it would look really really really really cool!


lenny_trimirror
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@TonyDPrime,
As far as the 15K, I think if you recommend to users a program or suggested steps to simplify the mesh, I think everyone will be excited to use it.  (A given user on their own may not know how to otherwise)


The easiest way is to use UE Skeletal Mesh Reduction Tool  (here is a video tutorial 
https://youtu.be/et91Drj2xJM?t=1123).
The more advanced way is to reduce the number of polygons in Maya/Max/Blender in specific regions for your skeletal mesh (head, hands, feet) and then import it into UE. For example, the basic mesh for the Genesis 8 DAZ character contains about 18k vertices but without the head, hands and feet it's less than 6k.

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