Rigged to UE5 - SK_Mannequin
Import into Zbrush and edit / sculpt etc
Import into Maya too (its rigged) - Be working in Z-up in Maya
After sculpting export the same sub division model (FBX) and import to maya (make sure to rename the one in maya or it wont import)
Freeze transforms for the imported model (to remove the 90 degrees in the transforms)
Do the blendshape thing:
select the original mesh, use the shape editor to add a new blendshape, select the modified mesh and set as a target and slide the slider up and lock the attributes
you can delete your imported modified mesh now
select the rig and mesh and choose select heirarchy from the top menu to make sure you have all the joints
export fbx
With a UE5 project ready with the third person example
in UE5, import the FBX and select the SK_Mannequin rig
choose the blueprint under ThirdPerson:Blueprints and swap out the skeletal mesh for your one.
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