Outdated: UE4: Fuse Material PBR Setup

Important notice for Mixamo customers. 
We’re retiring features and services on this site, learn how this affects you.


On December 15th, 2016 the Unreal Engine 4 download was removed from the animation services. 

Please note that this article is outdated and relies on services that are no longer available.  Information may be missing and Mixamo is no longer updating or supporting a direct workflow for the Unreal Engine 4 platform.


While Fuse uses a Physically Based Rendering (PBR) method within the character creation application the actual export comes in the form of non-PBR specular and gloss maps.  We are implementing a true PBR export from Fuse but in the mean time we have created a new download type specific for Unreal Engine 4 (UE4) that drastically improves the look of Fuse characters in the engine.  We've automated as much as we can but there are a few small tweaks you'll need to make to get the best look!

Start by auto-rigging your Fuse character and downloading and importing your character in the new "FBX for Unreal Engine 4" download type.  View the tutorial! After importing your character .fbx as normal, follow these additional steps.


Import all of the roughness maps provided in the textures folder.


In the content browser, hold the ctrl button and multi-select all of the Specular and Roughness maps for each material. Right click on any of them and select Property matrix. In the right panel open the "Texture" flyout and unceck the sRGB box.


Body and Clothing Materials

The body and clothing have their diffuse, normal and specular maps hooked up, but you'll need to plug in the new roughness map manually. Just drag the roughness map from your content browser into the material editor and connect the RGB node of the texture to the Roughness node of the material.

Finally make sure both the specular and normal maps have their Sampler Type set to "Linear Color".



For hair the process is identical to Body and Clothing with just a few extra steps! Select the material and change the Blend Mode to "Masked". This lets the shader know that you're going to use a mask to instruct it on which parts are opaque. Fuse stores this mask in the alpha node of the diffuse texture so just connect that node to the Opacity Mask node on the material.

You should also select "Two Sided" to allow the under side of the hair to be rendered.

Finally, you may optionally want to experiment with different values for the Opacity mask Clip Value to determine what level of transparency is used for the mask cutoff region. Values betwen 0.3 and 0.6 give the best results.

You can choose to use the "Translucent" blend mode instead of Masked for a softer alpha but this will give mixed results with polygon hair due to Unreal Engine's rendering setup.



The "Bodymat_eyelashes" is the material used for the eyelashes. It references the same textures as the body, but we've separated it into it's own material so that you can choose to use transparency. For eyelashes, since they are single polygon plains, the translucency blend mode will give the most aesthetic results.

Select the material and change the Blend Mode to "Translucent" and check the "Two Sided" option.  Connect the alpha node of the Diffuse texture to the "Opacity" node of the material.


The changes drastically improve the quality of Fuse characters in Unreal Engine 4 and we're excited to see them come to life in your games!

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