Daz to Unreal and Geoshells?
Cordella
Posts: 9
Is this possible?
Post edited by Cordella on
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Is this possible?
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No, geoshell is Daz only feature, bake them into normal textures before exporting to game engines, and expect seams between baked texture and other textures. It's better to find a model online and scan the needed parts, then integrate it into other body textures, like how the artists make genital maps for the Daz official anatomic parts.
Why would baking them create seams?
Of course, it might cause problems if the geoshell textures uses a different/custom UV than the base figure or if the texture size is lower. But otherwise, geoshell textures should have padding as well, so no seams should happen when you layer them in either LIE or in an image editor like Gimp or Photoshop. You will just need to experiment with the blending (if needed), but you'll still have to accept that the result may differ from how those textures looked as a geoshell.
Probably unlikely, but if you happen to own Houdini my new workflow supports transferring Geoshells over to Unreal.
https://www.daz3d.com/forums/discussion/619356/daztohue-released-a-set-of-houdini-assets-for-getting-realistic-daz-figures-into-game-engines