HongChina
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Just in case someone is wanting to know, the material classes to get the brows and eyes to be customizable/colorable in-game is pretty easy: MS_Eye and MS_Brow
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"Now my nude mod is colorable! It turned out the materials needed to be named a certain way to maintain its colorable ability. " Seems the material names have something to do with coloring
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RochesteDorm
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You know people can have their own discords for their own content, right? My discord was made for my renders, animations, and mods for whatever I end up working on. The discord wasn't made for palworld modding, it's not *for* palworld modding. The last thing I want is for people to start arguing over my work because of stupid reasons The Dazzi mod is on my twitter and in a gdrive folder because it's done The player mod will be added when I get the other two armors done and tested in game It's only just in my discord's general channel because its WIP
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stained mesh cut?
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here you go
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I seem to have finally fixed all the issues. After work tonight I'll do some testplay to make sure it all works properly and then upload it. Thanks for all your help notrust
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One more issue is that when Kena dunks in water, he body gets noticeably darker than her face. Does anyone know what texture applies to this? It seems to be the last issue I have with the model @MemoryH Check this comment at the bottom, about animation blueprints
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i had it installed, but forgot that iirc 3dm doesnt work on dx12 set it back to dx11 and its good now. just need to adjust textures thanks for your help my dude
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Alright after fucking around with it a bunch more it seemed to decide to randomly work this time Alright now i just need to figure out how to hide the original limb parts without editing the head's mesh (since you can't do that currently, right?) and then just adjust some textures so the shading is a bit more matching
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No, apparently yours is just tiny and t-posing. I'm completely lost here
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Still nothing. Same inflated mesh regardless, scale in ueditor seems to be the same I really hate modding UE4, it's just a massive pile of headaches every time I have to
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Aight, I suspect that'd be really helpful. Appreciate it a lot
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Alright, I've tried scaling everything to .25 in blender, scaling just the mesh to .25, setting the scale in the fbx export to .25, and also setting the import scale in unreal to .25 None of them fix the issue 🤔 Extracted your mod's mesh and imported it to blender, its the same scale as mine
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Is this what you were talking about with a "poly explosion"?@notrustk I've checked in blender and the weights seem to all be good for the armature (Ignore the lack of materials, that's intentional to make it look less awful) It seems as if there's some scaling issue, everything seems inflated but actually animates properly besides