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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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TonyDPrime
TonyDPrime
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lenny_trimirror (7/24/2021)
@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.




Hi Kenny - if the garment drapes over a concurrent reduced p-size mesh, does it still look as good as if it were not reduced?
The other thought I have is would the garment think it needs to react to both characters, or can it be made “part of” the one reduced-character and not the other full poly one, almost like a skeletoned outfit or a prop attached via a socket.
lenny_trimirror
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Hi TonyDPrime
>>if the garment drapes over a concurrent reduced p-size mesh, does it still look as good as if it were not reduced?
Yes, in our experience 5k to 7k for the body is quite sufficient to look as good as on very high-poly mannequin.
>>The other thought I have is would the garment think it needs to react to both character
the garments only interact with the designated character mesh.

StyleMarshal
StyleMarshal
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Tony , give it a try , your hot CC3 and MH girls need some dresses. :D
TonyDPrime
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Bassline303 (7/24/2021)
Tony , give it a try , your hot CC3 and MH girls need some dresses. :D


Well this is the thing, I know their polys will be too large for the dresses...unless I configure a mesh reduction counterpart.
I might have to try this at some point.


toystorylab
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Hm, recorded car in Game Mode...
First tried with Take Recorder, wheels got detached after doing so...



Then I tried with Sequence Recorder, all looks fine but car does not Render...



Any thoughts?


Toystorylab on Vimeo : https://forum.reallusion.com/uploads/images/ce44ea78-6984-47d8-9bf4-b783.png    Crassitudes (my "Alter Ego") on Youtube: https://forum.reallusion.com/uploads/images/fcc4df30-b3a8-40a5-a427-0735.png

StyleMarshal
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First , that looks impressive !
I have no idea why it does not render , did you try the old sequence renderer?
You should have a look at the BP wheels , may I ask which car map that is?


toystorylab
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Not in Studio now, dentist at 12:00...😬
Did not test sequencer renderer.
Car:
https://www.unrealengine.com/marketplace/en-US/product/drivable-retro-car-vindemia
Map:
https://www.unrealengine.com/marketplace/en-US/product/1970-s-new-york-city-alley




Toystorylab on Vimeo : https://forum.reallusion.com/uploads/images/ce44ea78-6984-47d8-9bf4-b783.png    Crassitudes (my "Alter Ego") on Youtube: https://forum.reallusion.com/uploads/images/fcc4df30-b3a8-40a5-a427-0735.png

StyleMarshal
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Dentist? Coo!  Have some fun :D


toystorylab
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Render with Sequencer slightly different but not a solution...




Toystorylab on Vimeo : https://forum.reallusion.com/uploads/images/ce44ea78-6984-47d8-9bf4-b783.png    Crassitudes (my "Alter Ego") on Youtube: https://forum.reallusion.com/uploads/images/fcc4df30-b3a8-40a5-a427-0735.png

StyleMarshal
StyleMarshal
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Toy , can you show me your sequencer subscenes Track , open it please. (pic is enough) 

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