Testing SLICE and CUT meshes and skeletal meshes

– THE WOLVERINE CHALLENGE –
I started studying the most efficient workflow in order to generate new realistic characters.
Before creating the Wolverine character, I need a strong enemy to fight: Trolls are very popular at E3 in these days, so why not a Troll!
Here the 6 macro steps I choose for having this realistic Troll into UE4:

  1. select a rigged realistic mesh with high def textures with morphings (muscles increase, fat, face movements, etc) and Tpose.
  2. export to iclone3dxchange, fix skeleton via Tpose and apply to iclone 6
  3. use iclone to apply basic movement animations and effects like Apex clothing. Save all and export as fbx back to 3dXchange, fix animations if needed and finally export to fbx.
  4. Import into UE4 with animation (also morphing sliding bars ready to use via bprint, if present)
  5. import into UE4 all original mesh highdef textures (color, normal, occlusion, etc) and create ue4 body parts materials (body, eye, mouth, clothing)
  6. animate and test a final scenario with different body scales (1,5,10)