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Character made of multiple "pieces" with their own UVs -> how to import?

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  • replied
    dercetech That is excellent news. Did you create the C++ code?

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  • replied
    TechLord - I got it working. Unreal makes it so easy :-)

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  • replied
    Originally posted by TechLord View Post
    You are skilled enough!
    thanks...

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  • replied
    You are skilled enough!

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  • replied
    Hi TechLord

    Thanks for the advice. I'm currently not skilled enough to transofrm my model in such way. But I'll make sure to follow this doc when I'm ready.

    In the meantime, I've found a simple way to fix my issue:
    - textures are 1024x1024 and 256x256.
    - I create a psd that's 2048x2048
    - I apply one source texture per quadrant
    - export to flat image
    - import the flat image for each UV in blender:
    - making sure to properly offset each mapping (by + or - half the texture size on both x & y axes)

    Just works perferctly now =^_^=

    Unreal likes it better and animations are not broken.

    I'm all set. Now, time to check attachments.
    Last edited by dercetech; 09-22-2019, 09:02 AM.

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  • replied
    Hi there dercetech

    I would export as separate parts with their own materials and UV. I would not share.

    Unreal Documentation: Working with Modular Characters.

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  • replied
    Hello,
    Thanks for your answer

    I'm not sure I have seen this option. Maybe I can share with you the workflow I've established so far:

    - a sample of my working data is available for download: https://new.dercetech.com/wp-content...r-workflow.zip

    - folder "01. base model in blender" is the base model. The .blend file contains the meshes, the textures and the UV mappings for the separate pieces.

    - it uses metric system and that dummy character is 1.75m (seems important when importing into Unreal)

    - folder "02. exported as obj" is the unrigged character export as .obj, intended to be uploaded in Mixamo for rigging an animation

    - next step in my workflow: upload in mixamo, rig and animate. Download base model as rigged .fbx and animations "without skin" as .fbx'es too.

    - folder "03. rigged in mixamo" contains just that. It's ready for import in Unreal.

    - import the contents of that last folder as well as the contents of "_textures" which are the 4 textures used on the character.

    That is my workflow so far.

    Do you identify a problem or an imporvement that would allow converting my UVs into a single UV for the entier character?

    Thanks a lot in advance for the help - I'm a programmer and am not so familiar with Blender nor with Unreal. Yet :-)

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  • replied
    I think the pieces aren't separate in unreal. did you maybe accidentally check the Merge while importing?
    You should have all the pieces importing in as separate skeletal meshes (that belong to the same skeleton).
    If not, either make sure the setting is checked, or export only selected in blender and export 1 piece at a time.

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  • Character made of multiple "pieces" with their own UVs -> how to import?

    Greetings all,

    I'm using Blender to prepare my model before importing it into Unreal.

    The model is a basic human - made of 5 separate "pieces": head, body, legs, 2 distinct eyes and eyelashes (hair is a separate model). Each piece has its own UV as seen in the attached image. Now, I can't find what process to follow to properly assign the textures to the character after importing the model in Unreal.

    Edit:
    See second picture. A material was created using the core body texture. It's been applied to the mesh - it looks great from hips to shoulders, but then the face and legs also get the material. And that's not right. How can I "restrict" the material to a "sub component" of my model?

    Please give me some directions :-)

    Thanks in advance for your attention,
    Last edited by dercetech; 09-21-2019, 04:17 PM.
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