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make.snsd.mv
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make.snsd.mv
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 54,
Visits: 440
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thanks Boss I try to bring the character with hairs if we use this method, the hairs polygons will be too many for physics simulation
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oberdoofus
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oberdoofus
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 116,
Visits: 3.1K
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Hi Has anyone run into this issue before? I have a CC3 character with stylized (largeish) eyes. In CC it looks fine but when i import to unreal (UE5.3) I can see through his head all the way to the horizon! I've tried tweaking the inner eye with sliders (headshot) with a little success, converting the headskin into two-sided, i suppose i could push the eyes out a bit with EyeBall depth sliders or using edit Mesh(?) - but really I'm just curious why it seems to look fine in CC but when I export to UE that section of the eyes appears to disappear? Especially since i don't recall this being an issue with similar characters before. (Might it be something to do with them being a little old? - originally made for UE 5.0 and migrated to 5.3? I also recently updated autosetup, so replaced CC Shaders with a new version and also added the CC ControlRig plugin FWIW) As always, any help much appreciated! UPDATEI ended up fixing the inner eye using CC sliders to hide the gaps but still curious as to why the problem emerged in the first place! Anyone doing big stylized eyes run into similar issues?
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hoodtronik
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hoodtronik
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 46,
Visits: 299
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Bassline303 (7/2/2024)
inash (7/2/2024) Question. Does the "Apply CC Textures" feature in Unreal Engine work ONLY for the custom metahuman you just imported/created or can it be applied to any Metahuman?
I'm asking because I've made a custom Metahuman with CC4 Morphs using Faceform Wrap and Metapipe. And I'd love to apply the textures from the CC4 Model that the morph was created with, directly to the Metahuman version. If not, I guess I'll have to finish creating the CC4 Metahuman and then transfer the textures to the Metapipe version.
ThanksShould work as long as you haven't changed the UVs Thanks Bassline! Reallusion Support just sent me this " With the plugin, you can only apply to the Metahuman with the name you created for your Metahuman Identity. But once you have the textures, you should be able to swap them with other Metahumans, since all Metahumans have the UV." I'm still going to tinker and try experimenting with the names, etc. to see if there is a more direct way. But at least I know a path forward. Thanks as always!
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StyleMarshal
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StyleMarshal
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5.8K,
Visits: 14.3K
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inash (7/2/2024) Question. Does the "Apply CC Textures" feature in Unreal Engine work ONLY for the custom metahuman you just imported/created or can it be applied to any Metahuman?
I'm asking because I've made a custom Metahuman with CC4 Morphs using Faceform Wrap and Metapipe. And I'd love to apply the textures from the CC4 Model that the morph was created with, directly to the Metahuman version. If not, I guess I'll have to finish creating the CC4 Metahuman and then transfer the textures to the Metapipe version.
ThanksShould work as long as you haven't changed the UVs
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inash
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 46,
Visits: 775
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Question. Does the "Apply CC Textures" feature in Unreal Engine work ONLY for the custom meta human you just imported/created or can it be applied to any Meta human? I'm asking because I've made a custom Meta human with CC4 Morphs using Faceform Wrap and Metapipe. And I'd love to apply the textures from the CC4 Model that the morph was created with, directly to the Meta human version. If not, I guess I'll have to finish creating the CC4 Meta human and then transfer the textures to the Metapipe version. Thanks
___________________________________________ Graphic Designer / Video Editor / Sound Engineer
OS: Windows 10 Pro English 64-bit / CPU: Intel i7-4930K 3.4 GHZ / MB: ASUS Sabertooth X79 / RAM: 32GB G-SKILL RIPJAW / HD: 2TB+2TB+3TB / SSD: 256 Samsung 860 EVO & 128 Samsung 860 EVO/ GPU: GTX 1080 Ti 11GB / COOLER : CORSAIR H75 Liquid Cooler
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StyleMarshal
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StyleMarshal
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5.8K,
Visits: 14.3K
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make.snsd.mv (7/1/2024) can we fix this in ue5.4?
The best and easiest way is to use subdivide for export or transfer :
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make.snsd.mv
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make.snsd.mv
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 54,
Visits: 440
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can we fix this in ue5.4?
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argus1000
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argus1000
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 606,
Visits: 11.6K
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Superb plugin. And, if I’m not mistaken, I believe Ultra dynamic sky’s price went down considerably. I’m buying.
My latest movie THE GOLDEN MAN, and a few others: https://www.youtube.com/channel/UCIl1EqVCKitZzLqaNnLK0BA
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mrtobycook
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mrtobycook
Posted 2 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 425,
Visits: 2.7K
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I feel like Ultra Dynamic Sky is the best unreal plugin of them all! Just so good.
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 virtualfilmer.com | youtube
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StyleMarshal
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StyleMarshal
Posted 2 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 5.8K,
Visits: 14.3K
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UE5 - Ultra Dynamic Sky V8 :
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