- Oct 2, 2020
- 343
- 3,677
Hey everyone, I'm trying to export my Genesis 8 Female character with Futalicious genitalia into UE4, and I had a few questions for anyone with knowledge in the subject.
First of all, I've managed to import a character with just the genitalia shape itself successfully to UE4, however the problem arises when I attempt to export a character from Daz with the futalicious geoshell. Since geoshells are unique to Daz, they don't play well when attempting to export to .fbx, and result in strange texture weirdness. Would it be possible to somehow export the geoshell textures separately and add them to my character in a secondary application, such as Blender? If so, how would I do this, while ensuring the textures are properly blended with my character (ie, no mismatching textures so the genital region is miscolored)?
Since I use the Texture Wizard addon for Futalicious, all of the genital textures are properly blended with my character's skin in Daz. I'd like to be able to maintain this blendedness of the textures inside UE4 to avoid color mismatching, if that makes sense.
If anyone has any advice as to how this could be achieved, I would appreciate it
First of all, I've managed to import a character with just the genitalia shape itself successfully to UE4, however the problem arises when I attempt to export a character from Daz with the futalicious geoshell. Since geoshells are unique to Daz, they don't play well when attempting to export to .fbx, and result in strange texture weirdness. Would it be possible to somehow export the geoshell textures separately and add them to my character in a secondary application, such as Blender? If so, how would I do this, while ensuring the textures are properly blended with my character (ie, no mismatching textures so the genital region is miscolored)?
Since I use the Texture Wizard addon for Futalicious, all of the genital textures are properly blended with my character's skin in Daz. I'd like to be able to maintain this blendedness of the textures inside UE4 to avoid color mismatching, if that makes sense.
If anyone has any advice as to how this could be achieved, I would appreciate it