EpicGames / MetaHuman-DNA-Calibration

https://epicgames.github.io/MetaHuman-DNA-Calibration/
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The problem with the seam in Unreal #36

Closed HI4AN closed 1 year ago

HI4AN commented 1 year ago

Hi, I use DNA and I have a problem with the seam and eyes in Unreal. In maya, I made all the settings I needed, everything looks very good, but after I import FBX into Unreal and apply the original MH materials, I have unnecessary shading on my eyes when using the green channel, if I switch the channel to all, the problem with the eyes is solved, but a distinct seam appears between the head and body, caused by incorrect operation of normals, how can I fix it? I tried a lot of ways, re-transformed the attributes of normals in maya, experimented with different settings for exporting from maya and importing to Unreal, but I could not solve this problem, most likely I'm missing something in unreal, but I can't figure out what 1691bda2b0ce2d1d2fb71d9d3d7dcb631b4db100 be0350e4c4bb464b0a6f75a7f6c82adc07328246 d9789f6fc0e8c3e69de9d3373cef0951013bfe85

marijavik commented 1 year ago

Hi,

maybe the issue here is that during FBX export vtx_color variable had False value - it should be True. This can be checked on LOD0 FBX file by:

image (1) If the head is black - vtx_color was False. If that is the case, set this True and export files again.

HI4AN commented 1 year ago

Hello again, sorry I didn't ask this earlier, but I'm clearly doing something wrong, even if I import the original MH into maya, I can't get the same result as in your screenshot, I don't have a head color, the color is only on the body, if you add a shader, the head becomes all black if I remove the material, the head becomes completely green, what could be the problem? And I also can't find the item you mentioned ("If that is the case, set this True and export files again"), where exactly can I set the value "true" in the settings? 321321 2342435