Development Digest #65 (Patreon)
Content
I have been reading and trying to move my characters from Daz to Blender over the past couple of weeks. During a Q&A session with the Udemy teacher, he introduced me to a third-party software called Diffeomorphic, which provides an easier way to export a character, including materials (skin, eye iris, etc.) and geomorphs (such as genitalia or nipples), to Blender. This tool works much better than the Daz to Unreal 5 bridge, and I now have a genuinely perfect Olivia in Daz. The next step requires reviewing my model's armature, surface, geoshells, and materials within Blender to ensure the character looks absolutely perfect before exporting it to an importable file for Unreal 5.
Speaking of UE5, I am going to upgrade the editor to 5.5. This new version adds many amazing features to the game and allows me to optimize my models. During my previous tests with Metahuman, my characters were about 1GB, which is a lot for a single character. This new version of Unreal includes an excellent compressor that reduces the size of my character to around 60MB without sacrificing too much quality.
Finally, as I mentioned before, once I know how to import my models correctly and animate them within UE5, I will start rolling out subscriber-exclusive playable versions of the game pretty soon after.