I really like your tutorials, they the only one that works with me 😅, so thank you. I would like to make a request if possible, can u make a tutorial about daz to blender and then ue5?
Could you not use the Geo shell as clothing and make a material for that using opacity and add that as clothing in you blueprint and use the master pose contraller to link thea cloting to the body, that way the characters skin would be normal human skin and the geoshell material would be the metallic as you wanted with the transparancy to show the normal body under the shell.
I don't know if I understand exactly what you are saying but the geoshell does not have an skeleton so does not pose. You can attach to the armature and weight transfer in Blender. That works and then the geoshell behaves like it is clothes.
So this is a great work-around, BUT, the way I would personally handle geoshells going into unreal would be this: I would create the character in daz with the geoshell. Then I'd hide everything but the figure AND the geoshell, select the resolution I'd want for it (usually base resolution) and EXPORT it as an OBJ. Then I'd IMPORT it back into daz, then I'd use the TRANSFER UTILITY, select the original geo-shelled character in the scene as the scene character, I'd select the imported mesh as the target, I'd open show options and DE SELECT fit to figure and parent to figure then I'd leave everything else to default and transfer. THEN, I'd select the original GEO SHELLED character FIRST, in the scene list window on the upper right, then hit control and select the IMPORTED MESH, then I'd go up to the hamburger icon and select "Edit" then select "transfer rigging (figure space)" from the menu, then transfer the rigging from the geo-shelled character to the imported mesh. Then, I'd hide the original geo-shell character and export the selected imported mesh as the genesis character. IF that doesn't work, I'd parent the imported mesh to the original character, then hide the original character and geo-shell, then export that. IF THAT doesn't work, I'd send them both out without hiding anything and see if THAT works. One of those options should work, of course, the goal being the imported mesh being weighted and rigged like the original daz character where you can put the materials on as they should be without any issues and everything should work. I can't try this or any alternatives at the moment because my unreal5 is currently glitched and I'm waiting on the fix for the bug I'm experiencing (my bridge doesn't work and my material editor crashes) but what I described is pretty quick and SHOULD work. You should be able to get that to export out either as its own mesh or parented to the genesis character in one way or another and get it into unreal weighted and boned and with its proper geometry without using blender and without using a material workaround. :::EDIT::: You could ALSO hide everything but the geo-shell, export it, then import it into daz and basically do the same process I just described and treat it like a clothing item and just export it with the original character with its GEO SHELL hidden. I don't know which would be better and in some situations you'd want to hide the underlying mesh so you could either do that with material opacity in unreal, or hide the parts of the mesh on the character you don't want in daz before exporting. Again. Can't test this at the moment becuase of issues with unreal but, BUT, I'm sure there's a very easy "in daz" way to do this where everything transfers correctly and is weighted AND has all of its geometry.
Thanks a lot! very helpful
awesome!
Good stuff.
Thanks!
Thanks man keep them coming :)
Will do!
Thanks for this awesome tutorial.. do you know how to get rid of the glowing nostrils?
Try setting the material to Two sided
I really like your tutorials, they the only one that works with me 😅, so thank you.
I would like to make a request if possible, can u make a tutorial about daz to blender and then ue5?
Noted!
Maybe use the cutout inverted as a metallic map to set whats metallic and whats not?
Experiment and have fun !
savage
Could you not use the Geo shell as clothing and make a material for that using opacity and add that as clothing in you blueprint and use the master pose contraller to link thea cloting to the body, that way the characters skin would be normal human skin and the geoshell material would be the metallic as you wanted with the transparancy to show the normal body under the shell.
I don't know if I understand exactly what you are saying but the geoshell does not have an skeleton so does not pose. You can attach to the armature and weight transfer in Blender. That works and then the geoshell behaves like it is clothes.
@@Jobutsu Ok got it,.. I did not know Geoshells didn't have a skeleton, that change's everthing, thanks for the reply and heads up
So this is a great work-around, BUT, the way I would personally handle geoshells going into unreal would be this: I would create the character in daz with the geoshell. Then I'd hide everything but the figure AND the geoshell, select the resolution I'd want for it (usually base resolution) and EXPORT it as an OBJ. Then I'd IMPORT it back into daz, then I'd use the TRANSFER UTILITY, select the original geo-shelled character in the scene as the scene character, I'd select the imported mesh as the target, I'd open show options and DE SELECT fit to figure and parent to figure then I'd leave everything else to default and transfer. THEN, I'd select the original GEO SHELLED character FIRST, in the scene list window on the upper right, then hit control and select the IMPORTED MESH, then I'd go up to the hamburger icon and select "Edit" then select "transfer rigging (figure space)" from the menu, then transfer the rigging from the geo-shelled character to the imported mesh. Then, I'd hide the original geo-shell character and export the selected imported mesh as the genesis character. IF that doesn't work, I'd parent the imported mesh to the original character, then hide the original character and geo-shell, then export that. IF THAT doesn't work, I'd send them both out without hiding anything and see if THAT works. One of those options should work, of course, the goal being the imported mesh being weighted and rigged like the original daz character where you can put the materials on as they should be without any issues and everything should work. I can't try this or any alternatives at the moment because my unreal5 is currently glitched and I'm waiting on the fix for the bug I'm experiencing (my bridge doesn't work and my material editor crashes) but what I described is pretty quick and SHOULD work. You should be able to get that to export out either as its own mesh or parented to the genesis character in one way or another and get it into unreal weighted and boned and with its proper geometry without using blender and without using a material workaround. :::EDIT::: You could ALSO hide everything but the geo-shell, export it, then import it into daz and basically do the same process I just described and treat it like a clothing item and just export it with the original character with its GEO SHELL hidden. I don't know which would be better and in some situations you'd want to hide the underlying mesh so you could either do that with material opacity in unreal, or hide the parts of the mesh on the character you don't want in daz before exporting. Again. Can't test this at the moment becuase of issues with unreal but, BUT, I'm sure there's a very easy "in daz" way to do this where everything transfers correctly and is weighted AND has all of its geometry.
The way I do it now.
DAZ > CC4 (Skingen plugin) > UE5. Takes 5-10 mins
@@Jobutsu If possible, can you please make a tutorial on this new process?
I intend to but have been caught up with other projects.