Hello everyone and welcome to my channel In last tutorial, I showed the workflow of Daz to Unreal So this tutorial I will teach you how to fix some common issues with that workflow This is the character I am going to use First I'm gonna to use the manual way to show you some issues Select the character to change the Resolution Level to Base Export to FBX Name it as Issue one Switch to Unreal Drag the FBX into Unreal Reset to Default and import all Sort the materials and textures into their folders You can use the filter to quickly select all the maps Double-click to open the Skeletal Mesh You can see some problems with her hair and eyes That is because of the materials It's easy to fix Open the hair material In general The hair problem is due to the degree Opacity The map is too dark and make the hair much more transparent. So, an easy way is to multiply a value to make it more opaque Hold the M key and double-click add the Multiply node Hold the number one key and double-click add a value node Change the value to 5 Connect them See the material preview has changed Let's do it again Save the material to apply to the character's hair Other hair material use the same way Instead of using multiply node we can also open the map to adjust the map Double-click open the map To brighten it a little Scroll to Adjustments brightness maybe 5 Let's disconnect to multiply node and try again Or you can adjust the map in Photoshop then import to Unreal Next to fix the eyes materials Open the character Find the EyeMolsture material double-click open it This material is like water, and when you isolate it, you can see it is wrapped around the eyes Double-click to open it First let's change the material information Select the material and switch to left panel Blend Mode change to Translucent Lighting Mode change to Surface FowardShading Add some nodes to adjust the material like water Save and Apply Open cornea adjust same as eyemolsture Save and Apply EyeMoisture_Ncl is same as cornea,So we can use the cornea material Now the hair and eyes have fixed, if you need a better result you should take the time to adjust it Next switch to Daz and use Daz to Unreal Select the character Send To Daz to Unreal Name it as Issue two Switch to Unreal Open the skeletal Mesh You may have a hair problem Open the material check the box next to Transparency Offset and adjust the value will fix your problem Here we can see some overlapping issues Let's switch to Daz to fix it You can see in daz there is no overlapping issue That is because Game Engines have limited depth buffers, stuff that is very close together can end up in the same depth There are two methods to fix it Select the pants adjust to expansion Or you can use the other 3D software to inflate pants Another method is to hide the legs, which is often done in games Open Geometry Editor Check use Symmetry Hide the pants Right click to select genesis 8 female Choose Selection Type to polyhon selection Selection Mode to lasso Select the area covered by the pants Under Geometry Editor right clik on surfaces choose Create Surface from selected Name it as pants NoDraw The surfaces will give a transparent material which names end with NoDraw when you send to unreal Now let's send to unreal Switch to Unreal open the Skeletal Mesh It's getting much better But need to select more careful Isolate the material you can see its totally invisibility Look at the material, it's a transparent material When we switch to Wireframe, you will see this part surfaces Switch back to lit mode Focus on the feet Look the wrong pose for heeled shoes This is because in Daz usually added a pose to adjust the feet with heeled shoes but this pose is lost in the process of Daz to unreal Switch to daz we will fix it in daz Before we fix the heeled, let's expanding the selection of hidden surfaces with legs We don't need to choose all area again, we can select only which we missed last time Right click on pants NoDraw surface group Choose Assign selected Faces to Group Next, fix the heeled shoes You can see there is no problem with Daz, but in unreal not same as Daz Switch back to daz Select Left Foot Reset Bend to 0 Select Right Foot Reset Bend to 0 Then select Left Foot adjust the shoe to look correct using either the Foot Heeled Shoe or Foot Tip Toes poses. Maybe 62 is good Do the same with the Right Foot Now we select the character and send to Unreal Switch to Unreal Open the Skeletal Mesh The heeled shoes are correct now But in the level we can see the shoes are under ground, this is not what we want Hide the Grid and reset the ground plane location Select the Character and move it to stand on the ground Let’s use 5 Switch back to Daz The foot is also under ground in daz Select the character Set Y Translate to 5 and locked Send to Unreal Set the ground location back to 0 Now the shoes is correct If you want to use animation for the character, you should better to use which have heels Now let's make a simple summary There are three types of common issues The material issue is often found in hair and eyes, so dealing with the material will fix the problems Two methods to fix the Overlapping issue, one is to adjust the cloth the other is to hide the body faces To fix the heeled shoes you need to set each foot bend to 0 ,and adjust the poses if the location is under ground you need to adjust location too If you have any questions or advice, please leave a comment below.Thanks for watching