Fantastic video. A question... You used alphas in order to mask out those parts of the body that may overlap with the clothing. Is there a way to select or mark a group the polygons and then store that as a selection set? And then be able to toggle the visibility of that selection set? Maybe via vertex painting or something? For example, that is how Bethesda did it for Skyrim (and probably for some other of their games). So each time you create a piece of armor, like say a pair of boots, you would export it with the selection set data (they called it BS Dismember/Deformer, something like that). And the selection set data would include the polygons of both feet and anything that the boots may overlap with, such as the lower portion of the calves for both legs. For an arm bracer, you would hide the hand and half of the elbow area, etc. All depending on what the armor piece is supposed to cover, and where the overlapping issues may occur. For a fingerless glove, you would leave the fingers visible, for example.
Now enable raytracing....does it crash for you as well then? Because I´ve been stuck on this for ever, getting a crash related to GPU skin cache when using raytracing with a character blueprint that uses Lead pose component. Couldn´t figure out why yet, would help me out if you could confirm, so I can further troubleshoot...:) Great tutorial nonetheless...:)
Nice work, very informative, thanks
nice man demo worked like a charm you guys have nice models!
Awesome video. Lets compare that to doing it with METATAILOR.
I would watch that video.
@@Feer50k please share your CC4 method, it would be much appreciated.
Fantastic video. A question... You used alphas in order to mask out those parts of the body that may overlap with the clothing. Is there a way to select or mark a group the polygons and then store that as a selection set? And then be able to toggle the visibility of that selection set? Maybe via vertex painting or something? For example, that is how Bethesda did it for Skyrim (and probably for some other of their games). So each time you create a piece of armor, like say a pair of boots, you would export it with the selection set data (they called it BS Dismember/Deformer, something like that). And the selection set data would include the polygons of both feet and anything that the boots may overlap with, such as the lower portion of the calves for both legs. For an arm bracer, you would hide the hand and half of the elbow area, etc. All depending on what the armor piece is supposed to cover, and where the overlapping issues may occur. For a fingerless glove, you would leave the fingers visible, for example.
I suppose, Vertex paint would work. Search for Vertex Paint Materials Blending etc.
Hi. The Set leader pose node does not seem to work with GASP. Do you know how to make a modular character with GASP please?
Now enable raytracing....does it crash for you as well then?
Because I´ve been stuck on this for ever, getting a crash related to GPU skin cache when using raytracing with a character blueprint that uses Lead pose component.
Couldn´t figure out why yet, would help me out if you could confirm, so I can further troubleshoot...:)
Great tutorial nonetheless...:)
you should consider posting your problem on their official UE5 Thread. Sometimes develeoper themselfs respond. Its worth a try
Good job guys!