Hi, Indeed, sbsmutator (using --specialization) does not expose the "Group" part of a parameter. It's something we have in our backlog and should modify, thanks for your feedback.
Still work in progress on my dystopian illustration. Modified the lighting, worked a bit more on the shaders and add some more details. Render straight out of Unity
My initial instinct would be to use the Skin wrap modifier to link the beard to the face (with morpher applied) and snapshot my face+beard blend shapes from there.
I would use the clay tool to build up the rough out of the crack and then use the noise modifier along with some Alphas to build up the noise and bits.
Not much to comment on. But i would suggest using a turbosmooth modifier with supporting edge loops rather than adding in all those edges if your looking for efficiency.
Okkkkkkkkkkkkkk, now I get it. The sun is exception to the rule. I'll modify it now so the two shadows look more closer to casting in the same direction. :thumbup:
That's what I was thinking. Open up the scene in 2009 + delete all objects except the camera. Then import the modified scene as an .obj from 2011. Thanks Mortal.
UE4 doesn't support parametric modifier animations. So yes, doing it in the UE mat ed is the way to go. Also, your thread title contains an oxymoron. ;)