Hi,
I have a high-res DAZ chracter with a high-res trenchcoat in UE. For APEX clothing simulation I use the 3ds MAX apex plugin.
Since UE would crash right away when trying to use an APEX simulation that is based on the high res trenchcoat I decided to use the custom physical mesh feature in the 3ds max apex cloth plugin in order to have a low-res based simulation. Problem: When assigning the low-res apex simulation to the high-res mesh it produces some artifacts as if there were some displaced far off vertices (see screenshot).
Here are my steps:
- Imported character and trencoat in UE 4.11
- imported character and trenchcoat in 3ds max 2015
- duplicated the trenchcoat, added a multires modifier and reduces polycount to about 30%
- added apex cloth modifier to the high res trencoat, chose the low-res version as my custom physical mesh
- painted the max distance
- exported the apx file and applied it in UE
Is this a bug or am I missing something in my workflow? Any help would be appreciated.
Thanks,
Florian