Model clothing and assign one material for each texture
Generate UVs and create an element ID map (via TexTools), save the map
Ensure UVs are mapped correctly
Flatten the model to one material only
Export as plain FBX (selected clothing model only)
Import model in Quixel
Import Material ID
As first test to ensure normals are mapped correctly, create a paint layer and test a stroke around the model ensuring the stroke is uniform across the mesh. Any issues can be mapped against: UVs mapping, flipped normals. check and fix the issue until the paint layer is smooth.
Back in Blender export the clothing mesh as OBJ (see scale above)
In DAZ, with the G8 character loaded in the scene import the clothing Obj
Select Transfer Utility
Transfer rigging across the clothing object
Select G8 character and export to Unity
Move directory content in the Unity Asset structure
Selecting the imported fbx set it to read/write enabled (for Physics)
Create a prefab for the clothing (see below)
remove the character mesh
add a mesh cloth and virtual deformer for Magica (if applicable)
add a magica rederer deformer in the clothing mesh object (if applicable)
Set the magica settings and save the prefab
Add the magica avatar parts component to the root of the prefab
The prefab is now ready to be dropped onto the G8 character at runtime.
Create a material and add the maps created with Mixer, assign it to the clothing mesh in the prefab. Done.
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