Post by Admin on Apr 30, 2016 13:21:53 GMT
Using the Blueprints :
Import the UMA High Poly slots to your project (not the DK UMA blueprints).
Go to the newly installed folder of the UMA High Poly slots, delete the Legacy folder (if available) and keep the PBR folder.
Keep in mind that the UMA slots must be using the same UMA material than its UMA overlays, so if your body UMA overlays are PBR, use the PBR slots.
DK UMA is set to use the PBR default elements.
Setting the elements manually :
UMA is provided with an example low poly body meshes.
You can import a high poly body package to DK UMA for a better result.
For this tutorial I am using the 'UMA high poly slots' asset from Fernando Ribeiro.
Import the High Poly slots to your project.
If you want to use the PBR slots, go to the newly installed folder of the High Poly slots, delete the Legacy folder (if available) and keep the PBR folder.
Or if you want to use the Legacy slots, delete the PBR folder (if available) and keep the Legacy folder.
Keep in mind that the UMA slots must be using the same UMA material than its UMA overlays, so if your body UMA overlays are PBR, use the PBR slots.
DK UMA is set to use the PBR default elements.
Use the 'Elements Manager' to import the elements to DK UMA :
-Type "high" in the searchbar to display the desired UMA slots of the UMA Slots list.
-Select one of the slots and click on 'Add' to import it to DK UMA.
-Click on 'In Library' to add the slot to your current scene slot library.
-Click on 'Select DK' for the DK UMA new element to be your active selection.
-Open the DK UMA Editor window in its 'Prepare' tab.
In 'Prepare' tab of the DK UMA Editor :
-Assign the races able to use the slot.
-Select the Gender.
-Now you have to select the correct 'Overlay Type' :
-For a eyes slot, select 'Eyes'.
-For a "multi slots" head using ears, eyelids, nose, mouth slots, select 'Face' for them.
-Torso, Hands, Legs and Feet select 'Flesh'.
-For Innermouth, DO NOT assign an 'Overlay Type' (None).
-Now you have to select the correct 'Place' :
-For a eyes slot, select 'Eyes'.
-For a face slot, select 'Head'.
-For a Head, Innermouth, Torso, Hands, Legs and Feet select the corresponding Place.
DO NOT assign any 'Linked Overlay' to a body slot.
When all the DK UMA elements are ready, click on '3-Add to Libraries' button.
Finally, to avoid the usage of the default low poly meshes, use the 'Elements Manager' window to set the default low poly DK UMA elements on 'Is Active' off. To do so click on the 'Is Active' to make it grey.
Note about the Face and the Head :
UMA is provided with a "multi slots" head, one slot for the head, one for the nose, one for the ears, one for the mouth etc.
The "multi slots" head offers the possibility to have a deeper control of the final head shape, enabling to change each of the slots.
BUT most of the available assets for the Head on the assetstore are using a "Single slot" head.
So in case of a usage of a "Single Slot" head, a second slot for the ears, eyelids, nose, mouth will be superimposed over the"Single Slot" high poly head, causing some visual glitches.
To fixe that, you have to make the ears, eyelids, nose, mouth DK UMA slots NOT available, so click on its 'Is Active' button to make it grey.
The second and best solution about that is to select carrefully the races able to use the various slots.
For two examples :
- Slots for 'real' humanoids (humans or any DNA modification of a human face shape) :
Add the human races or the gnomish or any other DNA modificated races to the 'single slot' head DK UMA slot, remove the "special races" such as orc, goblin (they are using a ear slot or a nose slot).
- For the orc and the goblin races or any other race using a 'Multi Slots' face, add the races to the various face elements (DK UMA slots) composing it and remove the humanoids races.
Import the UMA High Poly slots to your project (not the DK UMA blueprints).
Go to the newly installed folder of the UMA High Poly slots, delete the Legacy folder (if available) and keep the PBR folder.
Keep in mind that the UMA slots must be using the same UMA material than its UMA overlays, so if your body UMA overlays are PBR, use the PBR slots.
DK UMA is set to use the PBR default elements.
Setting the elements manually :
UMA is provided with an example low poly body meshes.
You can import a high poly body package to DK UMA for a better result.
For this tutorial I am using the 'UMA high poly slots' asset from Fernando Ribeiro.
Import the High Poly slots to your project.
If you want to use the PBR slots, go to the newly installed folder of the High Poly slots, delete the Legacy folder (if available) and keep the PBR folder.
Or if you want to use the Legacy slots, delete the PBR folder (if available) and keep the Legacy folder.
Keep in mind that the UMA slots must be using the same UMA material than its UMA overlays, so if your body UMA overlays are PBR, use the PBR slots.
DK UMA is set to use the PBR default elements.
Use the 'Elements Manager' to import the elements to DK UMA :
-Type "high" in the searchbar to display the desired UMA slots of the UMA Slots list.
-Select one of the slots and click on 'Add' to import it to DK UMA.
-Click on 'In Library' to add the slot to your current scene slot library.
-Click on 'Select DK' for the DK UMA new element to be your active selection.
-Open the DK UMA Editor window in its 'Prepare' tab.
In 'Prepare' tab of the DK UMA Editor :
-Assign the races able to use the slot.
-Select the Gender.
-Now you have to select the correct 'Overlay Type' :
-For a eyes slot, select 'Eyes'.
-For a "multi slots" head using ears, eyelids, nose, mouth slots, select 'Face' for them.
-Torso, Hands, Legs and Feet select 'Flesh'.
-For Innermouth, DO NOT assign an 'Overlay Type' (None).
-Now you have to select the correct 'Place' :
-For a eyes slot, select 'Eyes'.
-For a face slot, select 'Head'.
-For a Head, Innermouth, Torso, Hands, Legs and Feet select the corresponding Place.
DO NOT assign any 'Linked Overlay' to a body slot.
When all the DK UMA elements are ready, click on '3-Add to Libraries' button.
Finally, to avoid the usage of the default low poly meshes, use the 'Elements Manager' window to set the default low poly DK UMA elements on 'Is Active' off. To do so click on the 'Is Active' to make it grey.
Note about the Face and the Head :
UMA is provided with a "multi slots" head, one slot for the head, one for the nose, one for the ears, one for the mouth etc.
The "multi slots" head offers the possibility to have a deeper control of the final head shape, enabling to change each of the slots.
BUT most of the available assets for the Head on the assetstore are using a "Single slot" head.
So in case of a usage of a "Single Slot" head, a second slot for the ears, eyelids, nose, mouth will be superimposed over the"Single Slot" high poly head, causing some visual glitches.
To fixe that, you have to make the ears, eyelids, nose, mouth DK UMA slots NOT available, so click on its 'Is Active' button to make it grey.
The second and best solution about that is to select carrefully the races able to use the various slots.
For two examples :
- Slots for 'real' humanoids (humans or any DNA modification of a human face shape) :
Add the human races or the gnomish or any other DNA modificated races to the 'single slot' head DK UMA slot, remove the "special races" such as orc, goblin (they are using a ear slot or a nose slot).
- For the orc and the goblin races or any other race using a 'Multi Slots' face, add the races to the various face elements (DK UMA slots) composing it and remove the humanoids races.