Download and export *TGA textures to your asset wherever you want.
Important! Disable sRGB checkbox in texture maps through Texture Properties Editor. The list of the maps:
T_Body_Nudity_A_01_M
T_Body_Nudity_A_02_M
T_Body_Nudity_A_03_M
Duplicate master material M_SkinBody_A_Master_01 and open it in the texture editor.
Replace 5 texture samplers with similar ones without Nudity mark from the list:
T_Body_Nudity_A_01_BC
T_Body_Nudity_A_01_M
T_Body_Nudity_A_01_N
T_Body_Nudity_A_02_M
T_Body_Nudity_A_03_M
Save and compile material.
Advanced users can convert texture samplers to texture parameters in the original master material and replace this in the material instance.
I’d love to ask about an issue I’m having with the neck, there seems to be some sort of artifacting while in the level (lighting issue?). It does not appear in the blueprint viewport it seems.
EDIT: Same issue appears on fingers and toes.
On the left, in the editor viewport (realtime), on the right, in the blueprint viewport: https://imgur.com/GVmJGCI
The screenshot I made with BP_FemActHero_Variations_A_03.
Right, any idea how we can fix it? I’m using UltraDynamicSky. The moment I drop it in, this happens. I checked further, the issue disappears when I disable “CubeMap_SkyLight” within UDS, somehow there’s an incompatibility with this.
So the problem is in UltraDynamicSky.
There can be many reasons. Maybe it is not compatible with sss shader
Try to disable the SSS nodes in the master material and check it out.
I tried again in an empty test project, and noticed that the auto-exposure masks the issue. For it to be visible, try locking the EV100 to a value without the auto-exposure by disabling the Game Settings exposure parameter:
https://i.imgur.com/Er44NzR.png
(Here the issue is seen on the hands, for instance)
Good thinking, I’m on 4.24.3.
I’d be very sad to have to disable SSS, can’t we fix this issue somehow?
I checked the Unlit move view for you, looks like this:
The easiest way to solve the problem is to disable SSS.
I also wonder how to get around this problem.
Hope this can be resolved but I don’t know how.
upd:
It’s strange. I turned off the exposure and do not see artifacts.
Try checking on a different engine version. It seems your version is not stable.
Also checked on 4.24
everything is fine.
I can advise you to turn off plugins and check it out in a clean project.
And reinstall or verify the engine version.
Thanks for putting this great model up on the marketplace!
I already have a character blueprint with animations/blendspaces, different interactions, shooting etc etc. all setup and working. Now I was trying to finally replace the UE4 default mannequin with your female-hero figure. My UE4 mannequin has 1 skeleton mesh. The female hero-figure however is comprised of many different skeleton meshes (for modularity) with the head mesh as the root. As your figure is scaled and rigged to the epic skeleton (as is my UE4 mannequin) it should be a matter of simply replacing the UE4 skeleton mesh with your figure skeleton-meshes, right?
I tried assigning my UE4 Skeleton to the female-figure head skeleton mesh for example following these instructions: https://answers.unrealengine.com/que…mesh-help.html
It shows that the female hero skeleton hat many more bones than my UE4 skeleton and throws a warning “Failed to merge bones” and asks if I would like to regenerate the skeleton from this.
I don’t know how to proceed now because I fear this will mess up my existing skeleton… Could you please give me a hint how I could solve this?
My goal is to replace my single UE4 mannequin skeletal mesh with the female figure skeleton meshes and use my existing skeleton and animation blueprint.
Actually, I seem to have a slight problem where the stray hair on the right side of her face jitters and goes wild constantly, even when I’m just simulating in the character BP. I was wondering if you might know what’s causing that?
Hi.
This causes a crash on many characters assets.
I believe that you can configure to work. Better to ask the author ALS4.
I’m also interested in getting this to work fine. But so far there is no time to figure out.