Resolved. I got a working head which I shot with Polycam, redid the Topology with Wrap4D (or ZBrush, one crashes more, the other less:) ) Then threw in the texture from the original MH and conform and done. It works and the details are great. Although MH tweaks the look of the model a bit about 20% looks a little different, but it can’t be helped, it’s almost 1:1 from my scan. Now I want to solve the photorealistic texture from real photos and then I’ll solve the great clothes anyway thanks a lot for the help, I was about to give up the whole UE, GTX 960m is a really old GPU, but no, I just don’t want to give up
Hey, not sure if you’ve seen it, but there’s a free add-on you can use for vertex order. I haven’t tested it, but it should work.
But there are more issues here. As Mysfit said, something happens to the FBX during export — it corrupts the file and reshuffles the whole vertex order.
There is also one major problem with skinning (if you do get it to work): it distorts the joints, such as the wrists, knees, and legs, especially for bulky characters.
Here is something interesting: in the editor, it indicates that the actual size of the wrist is greater than the default value. Therefore, if the joints are set to the maximum value (as defined by the editor), and the conformed costume mesh skinning is smaller than the actual mesh, it leads to these deformations. This is likely because the deformation feature does not appear to support larger, wider, or more bulky characters. The system seems to interpret its own highest value as a limit—if you exceed that value, it simply applies the maximum setting rather than accommodating the actual required size.
I tried it with @Dog_OW 's body and face. Body works fine after ZWrapping but how come people are getting the head to work? Even I load in the default provided file, it just doesn’t conform because the Topology is off. Am I going crazy? Probably.
Is it giving this error because not LEye REye and Teeth Mesh is imported with it?
No, they work — you don’t want a mesh that includes eyes when deforming (the wrap only needs a head and body, or a combined base mesh if you want a perfect fit). You are going to have to separate your wrapped mesh after. But it is a messy pipeline. I’ve never gotten a mesh I export out working as a deform mesh — they all break regardless of what I do, but the two linked meshes work for some reason. there are a few thing you need to after the wrap, If you don’t fix the vertex order on , everything breaks. There is also a big problem with skinning for bulky characters ( im hoping epic can adress that) . Double-check that nothing was added — it needs the same UV, same polygon count, same vertex order. If you messed up the eyes, the problem is where your loops are After the wrap, smooth out edge loops around the eyes just in case you have stacked polygons. That would also deform the eye socket
When you place the markets this one works pretty good.
Then I think I am just missing something.
I used @kantemrati & @Navi_srivamsi linked meshes for the head replacement. One on the drive (kante’s), one the gumroad (navi’s). Neither work. No matter how I import them, I cant believe I am this dense because people are obviously getting it to work.
When I import @kantemrati 's quad head meshe into unreal - it imports as three groups or if I combine the static meshes on import it imports everything. Neither shell works in the head conform. → Topology error.
When I import @Navi_srivamsi 's linked mesh on Gumroad and seperate the head shell from all the other Objects (Eyes, Mouth etc.) I can conform it but I get the vertex explosion again.
Here’s my issue explained in image form.
Does anyone know where I can find a working headmesh? I can’t use the export DCC Mesh Option because I do not own Maya. Sorry if I have misread something in here but I just can’t seem to figure it out. I would love to finally get a decent workflow going but I just can’t seem to figure it out.
Hey, I was linked in this thread. Look up
Yes, the topology error happens after a wrap. You need to copy over the vertex order — that was also linked here.
I posted the add-on link (if you are using Blender).
It even happens without a Wrap on the default Mesh for the Head. And that is my issue. I cant copy a vertex order from a default mesh to a wrapped mesh if the default mesh isn’t being accepted by UE in the first place. I have looked at everything in and I am just flabbergasted as to what I am doing wrong. I’ve tried everything in here that doesnt involve Maya.
I will follow the blender tutorial again just to make sure I didn’t do anything wrong with the provided default meshes but as I said, I wasnt even able to conform with no changes made to it.