Well not saying don’t fix it but rather fix it in the iteration process at the point where it becomes an issue. Work the render and not the issue as in most cases if you go looking for issues you will find it and it becomes just one more thing that you think needs to be fixed when in a lot of cases you might not even run into it. It’s been my experience with UE4 that Epic does fix issues in due course and some times the problem goes away but with UE4 best practice seems to be about iteration.
For example dealing with Genesis zombie eyes is an issue when doing a 1-1 import that we solved via iteration of excluding eyes in the import and adding the eyes as a character component using a geo object and material supplied by Epic.
OK as I do use 3ds Max I see this as a smoothing group issue as to over stretching of the topology where the tessellation loss of the topology becomes triangulated so yeah it’s an error generated by UE4 as anything imported that is not from 3ds Max does not seem to contain smoothing information. The poly edit modifier is an invention that includes the smoothing group tool and groups are generally created based on the angle of the quad surface and is a shader effect as to how the connecting surfaces are rendered as referenced to the environmental lighting. .
So yeah is a UE4 issue as far as UE4 has issues as to properly lighting acute angles or distorted topology but as exported the skin weighting directly out of DS is less than ideal as well.
That said how would I attempt to fix “this” particular issue?
Well I outlined the workflow I generally use but I would as a first attempt import the G3 base as exported from from DS and regenerate the smoothing groups at the extreme pose and use the skin blend brush to correct the joint accommodation. The result over time is the perfect solution as derived via the iteration process and becomes a lot more refined over time.
As well
As a plan we as a team wanted to released a “fixed” version of the Genes 3 model but in our conversations with Daz3D was informed that they were working on something directly related to Unreal 4 along the same lines as to what they have done for Unity so if they fix the problems it’s an easy update for use as part of our pipeline development.
No JCMs yet. We are doing a lot of framework development and our lead character modeller uses Zbrush so she has access to some rather advanced morph creation tools. It’s not that difficult to make corrective poses and been around for years but at this point with a lot of work to do we are waiting to see if Epic adds a morph target loader. nudge nudge
For sure environmental lighting can and does have a large impact on material behaviour on objects that moves and in my opinion improves from one version to another. There has been some changes to sky and directional lighting since 4.24, for example why are both generating shadows as a GL effect and if required why?, and how is the material shader effected. If you change the shader effect, like use a skin or sss model, would the smoothing error go away?
Over all though 1-1 import of textures have improved as hair shader us in UE4 and skin have massively improved. Hair looks more like hair and skin no longer has that shrink wrap look as well the spiking problem was fixed so for sure Genesis is on Epics radar.
After all that though DS and Genesis is still not what I would consider a easy to use solution as to turn key requirements and as a development tool we have included it’s use since 2010 to test theory with out committing and the last 5 years as a productive tool as to the problems it solves as one would Blender
As the saying goes “it’s a tool and it’s how you use it that matters”