How G2 mesh auto-fixes "candy wrapper" LBS problem?

When I twist left forearm to extreme value (-180) and continue holding mouse button I can see "candy wrapper" artifact (daz_slider_1.png). But as soon as I release a mouse button - mesh corrects itself and looks much nicer (daz_slider_2.png).  I ported G2F to Unreal and it looks pretty much the same as in first screenshot (with problems).  I thought that some JCM are applied, but JCM are used only in G3/G8 models.  Is there a way to make G2 models look in Unreal the same as in Daz? How Daz auto corrects mesh problems?

unreal_problem.png
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Comments

  • Please put DS into an untextured mode for you screen shots. Genesis 2 has JCMs, though not as many - it also has bulges, which do a similar but more narrowly defined job. However, I would rathe expect a 180 degree plus twist to look painful.

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