A deep dive into the Fuse texture room. The substance™ skin generator in Fuse is really nice but (as far as I know) undocumented. I spent a few weeks last summer studying the tool and got much better textures for my figures, so I’ve put together this talk to share what I learned. It’s long (1hr), and assumes you are already familiar with Fuse.
Import the Adobe Fuse basemesh into Wrap3, and prep the model by non-destructively removing the eyes, lashes and mouth parts before wrapping.
Upgrade the Adobe Fuse Male with his ‘nude’ Normal Maps, and this easy hack to the figure folder.
Fully-procedural animation. I’m using a function state machine (Playmaker) to trigger random timing on expressions and head tilts, and an IK system smooths the movement of the head, neck, and shoulders at slightly different timings.
I ended up creating an elaborate gimbal of parented rotating joints so the chin could point in one direction and the eyes another. The IK system is set up to follow the rotation of one of the gimbal joints, rather than rotating the head directly.
Transfer legacy figures, clothing, and hair from Mixamo Fuse 1.3 to Adobe Fuse CC
~ a step-by-step video tutorial for beginners ~