Importing Character Model

Hi when i try importing my character that i got from fuse it seems to lose the shape and reality and disfigured it looks blurry the eyes pop out so… i did the correct procedures for getting it from fuse so that is fine. After looking at some tutorials i see that i don’t have the extras in the FBX importing options you can see on the screenshots so i think that might be the problem, i need help getting this character looking normal help?

What FBX Importing Option “Should” look like: Screenshot - cd292ce1c01f2df9fe25da3d032473ac - Gyazo

What it looks like: Screenshot - 922f8756c25dac32712ec1a9752296d9 - Gyazo

Unreal Engine 4.11.2

This is my first time using unreal engine 4 support question.
Thanks

If you want this:

To look like this:

Then just click on 1 and then when the tab expands click on the white arrow just like the one from 2:

And if your character looks weird that’s maybe because the normals are not right. Try changing the Normal Import Method to Import Tangents and Normals so the engine uses the normals that are inside your FBX instead of calculating them.

Hello, thank you for your answer for showing me the other options however my character still looks weird, here is an image of how hes supposed to look and how he looks in the engine… i use Fuse to create him:

Hmm that looks more like a material problem than a normals problem. Are you able and willing to send me the FBX or the project so I can do a few tests?

Yes of course i can send it, i just don’t know how to, i made the project in third person with the animation starter pack added to it, and the model in fuse how would i send the fuse? also tried attaching it but it seems to big

For some characters Mixamo exports all materials as translucent which does not work too well with UE4. To fix this you need to change the blend mode of some materials: Navigate to the material in the content browser and either double click on it or right click and chose Edit… Then the material editor should pop up, and there you can change the blend mode. The simplest thing to do is to change the blend mode from “Translucent” to “Opaque” for some materials:

If Mixamo has generated an opacity mask for a material, your model may look better if you change the material blend mode to “Masked” and plug this texture into the “Opacity Mask” input of the material. (Note that Mixamo tends to link the texture to the “Opacity” input, which works for translucent materials but not masked ones.)

Some materials should remain translucent, e.g., eyebrows and (parts of the) hair. However even these materials need to be tweaked a bit, in particular they tend to look better when rendered two sided:

In the following screenshot I have marked the files that should be opaque/masked in red and the ones that should remain translucent (but two sided) in green. I think the materials are pretty standard for characters generated with Fuse so hopefully your materials are similar to the ones of the example character I’ve been using:

The following image shows a character before and after these adjustments.

Hope this helps!

Thanks a lot it worked!