This is the fourth part in a series of tutorials about transferring various assets (characters, cloths, animations, morphs etc) form Daz Studio to Unreal Engine.
In this part we'll cover transferring clothing for our character from Daz Studio to unreal Engine.
Let's get started.
One thing to note is that most of the clothes in Daz are very hi-poly, even at their base resolution. They really aren't designed for real-time engines, so just be aware of that.
For this tutorial I'm just going to use this Biosuit thing because it will demonstrate the modular clothing ideas quite well.
Another thing to note is that the clothes in Daz vary a lot in the way they are implemented. For example, some clothes remove the polygons of the character they are applied to in the areas that are obscured by the clothes. This is basically what we're going to be doing for our modular character so that we aren't ending up with unnecessary polygons on our character where the clothing is covering the body.
Also, some clothes (and some additional body parts such as hair) contain extra bones, which isn't a problem as long as you do some intermediate preparations in 3d Max before trying to import them into Unreal Engine.
So, lets export the scene containing the pants as an FBX using these settings:
Note: at this point I would collect, rename and re-save the textures for the pants in preparation to Unreal Engine. As we covered this in Part one for the character, I'm not going to cover it again here as the process is the same. See part 1 if you need more details.
Now, let's jump over to 3d Max.
I prefer to start with an empty scene in 3d Max. Eventually we'll need to combine the clothing with our character inside 3d Max and so you could just start with your character scene and import the clothing directly into that, however I find it easier to prepare the clothing in a separate scene first and then combine them later.
Inside 3d Max, import the pants FBX that we exported from Daz. I use these settings:
Note: I'm going to gloss over the next few steps because it's the same process that we followed for the character mesh in Part 1. Refer back to Part 1 if you need a more detailed guide. Basically we want to create a base resolution and a high resolution version of both the clothing mesh and the clothing skin data.
Once it has finished importing, unlink the clothing mesh from the bones.
Now, extract the skin data from the clothing and then collapse the clothing in the modifier stack.
You can now delete the character and the skeleton so that you're left with just the clothing and the skin data.
Now duplicate the clothing mesh, apply a Turbosmooth modifier to it and then collapse it down to an Editable Poly.
Now duplicate the clothing skin data, apply a Turbosmooth modifier to it and then collapse it down to an Editable Poly.
You should have something like this in your 3d Max scene: