Slobodan

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  • #2038090
    004b4ae7467b4e023e94b372c11033c4?s=80&r=g&d=mmSlobodan
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    That's the reason why I try to keep my image sizes
    under 100 kilobytes.

    #2006110
    004b4ae7467b4e023e94b372c11033c4?s=80&r=g&d=mmSlobodan
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    I'm still using G8, because G8.1 or G9 don't even have light/pale skin and they lack
    variety of normal maps.

    #1705768
    004b4ae7467b4e023e94b372c11033c4?s=80&r=g&d=mmSlobodan
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    @Legolas18

    Hair is not the problem (at least mesh based masked hair), because any 3d hair(shader) can be used with daz characters in UE4, not just daz hair.

    Clothing is only a problem with wide clothing like some coats or long dresses, because the automatic weight transfer fails in spots too far away from the body and smooth manual weighting between the legs or at the armpits is difficult to achieve.

    With the right lighting setup (esp. static lighting) daz chars with just the standard PBR setup look soo good and in UE5 it's just awesome (dynamic lighting with lumen, although lumen still seems a little bit glitchy and unstable).

    #1705222
    004b4ae7467b4e023e94b372c11033c4?s=80&r=g&d=mmSlobodan
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    Daz Studio is the perfect character creation framework for UE4 and the characters need only minimal adjustments for a perfect look once everything has been set up correctly. You can export anything from daz to UE4 with some minimal resculpting in blender for fitting multilayered clothes etc. MetaHuman will never ever have such broad range of character phenotypes, body types or clothing.

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