Can clothing with emissives be exported to Unreal with the emissives intact?

Hi, I imagine the answer is no, but is there a simple way to rebuild them?  It's one thing if you're porting over a set to Unreal and you have separate objects or textures specifically for emissive lights or whatever that you can make glow within Unreal, but I recently tried to port over an outfit that has small emissive details and predicably they don't glow after the transfer process.  The trouble I'm having is the materials created for the Unreal model by the Daz to Unreal plugin are too broad, one texture covers pretty much everything so I can't play around with specifically the parts that used to emit light.  Either the whole suit glows, or none of it glows.

I'm looking for suggestions on how this could be dealt with either within Daz Studio, Unreal Engine, or a combination of the two.  Any solutions that require Blender, Maya, or any other additional software won't be helpful to me.

Thanks in advance to anyone who has any insight they want to share!

Jon Baptiste

Comments

  • jonbapjonbap Posts: 15

    Just an update, rather than use the Material Instances created by the Daz to Unreal plugin, I created brand new material blueprints for each part of the outfit that should have had emissive elements and then manually linked up the different textures files(normals, metallics, etc)and created a mask and glow for the emissive textures and that did the trick.

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