— Raymond Aron
#Mistral
#Mistral
#Blender #UnrealEngine #UE5 #CharaDesign
#Blender #UnrealEngine #UE5 #CharaDesign
Workflow:
1. meshy
2. import in UE
3. conform clothes to base mesh
4. copy weight paints from base mesh
5. fumble with chaos clothing system
Workflow:
1. meshy
2. import in UE
3. conform clothes to base mesh
4. copy weight paints from base mesh
5. fumble with chaos clothing system
1. generate image ref in ComfyUI
2. feed it to meshy, get the FBX (left arm is in Trellis)
3. small clean up in Blender
4. for comforming clothes, tried MetaTailor, but it's too complicated: just used UE
5. copy weights in UE
Happy to see no clipping.
1. generate image ref in ComfyUI
2. feed it to meshy, get the FBX (left arm is in Trellis)
3. small clean up in Blender
4. for comforming clothes, tried MetaTailor, but it's too complicated: just used UE
5. copy weights in UE
Happy to see no clipping.
1. Meshy
2. fix UV map in Blender
3. fix textures in StableProjectorZ
4. rig in Accurig
5. import in UE, fix ragdol, replace mannequin with live retargetting
6. add jiggle physics in UE
1. Meshy
2. fix UV map in Blender
3. fix textures in StableProjectorZ
4. rig in Accurig
5. import in UE, fix ragdol, replace mannequin with live retargetting
6. add jiggle physics in UE
1. in #Blender, duplicate your mesh
2. create clean seams, UV unwrap new model
3. create a new material + empty texture for new model
4. in Object mode, select target, then shift select source
5. click Bake with these settings
The weapon is not attached to the character ... it's not rigged, the UV is hell ... I have to figure out some kind of workflow to have a real demoness warrior character ...
The weapon is not attached to the character ... it's not rigged, the UV is hell ... I have to figure out some kind of workflow to have a real demoness warrior character ...
#UnrealEngine
#UnrealEngine
-- Martin Luther
-- Martin Luther