Hi all, I have some problems in the process of modifying the MetaHuman character, hopping to get the answer:
I used Blend shape to modify the MH character’s face in Maya, and adjusted the MH skeleton binding to my character’s body.
In the Maya preview character seam and the normal seems to be no problem, the character can also be exported to UE5.1 and used.
I put the character on a basic material (only Base Color) in UE. It seems that there is a problem with the normal of the model itself. The character on the right is a character generated by MetaHuman, and there is no seam problem when put on the same material.
Therefore, I would like to confirm whether there are some settings that need to be made when exporting from Maya? Or do I need to make some settings in UE5.1?
This is my setting when exporting in Maya:
Sorry for the lot of pictures, I’ve seen many similar issues on the community, but it doesn’t seem to be resolved. I hope I could get help, thank you all!
Hi! Thank you for your response! I apologize for taking so long to get back to you.
I later discovered that I needed to modify the material’s color channels and the vertex color of mesh within UE, which can avoid the seam issue mentioned above.
Hi, could you tell me in more detail in which points you changed the material, now I have the same problem and I’m looking for a way to solve it and I can’t figure out where the “vertex color” item is located