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iclone 6 Pro Character creation needed

Posted By Alien Maniac 11 Years Ago
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planetstardragon
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Posted 11 Years Ago
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and please add pictures -  to be honest one reason I shy away from making more models -  when you can make any model,  you can waste a whole lot of time making something no one likes and something you won't use for your own films,  i have almost every major character generator,  I can easily make characters I like in minutes ...but I can't share them ...... at least with pictures,  I could see if I can make it quick, in one of my shareable options,  and even get inspired. 

In defense of developers,  making quality models takes a lot of time,  and the cost doesn't really reflect how much time is spent on making the model ...so taking shots in the dark isn't very inspiring.   Pictures,  movies please!!   This thread inspired me because a very cool picture was posted! :D


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wires
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Bray42 (5/26/2015)
Mr.V

Ah yeas, a great idea. Have a Sticky Post for needed (REQUESTS) characters and props. Then everyone can know where to go instead of just posting a request. The big thing now is what are they? G3, 5 or 6 characters? Human, non-human and so on. That is important to know.


There is a Content Wish area on the Forum, but users need to be looking for it to find it. :alien: :(



Gerry



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planetstardragon
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very easy to confirm with the make human model,   import it,  then export it ...it changes.   I'm guessing this is because the make human model is already a bit of a mess,  and the re conversion to fbx from 3DX5 makes it worse.


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bluemidget666
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Yes !

Something does change and I have always suspected it happens when you triangulate a quad mesh, I am still hoping for IClone to at least have the option of keeping the quads or at the very least on export.

SWOOOP insists it does not effect weight mapping and I under stand why but it is my experience that it does.



I Make My Mates Do The CanCan For The Amusement Of Killer Robots:D
planetstardragon
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this is where I'm upto with the second alien -  it's far from done though,  the rig and weight map is a mess,  I still have to do texturing,  maybe a little more detail work,  then make the viseme morphs.   long way to go ...but it's a start   -  lots of new tutorials to review just to fix it because I'm also using modo's decimation tools which can complicate things further. particularly with the make human rig.  The real issue, is being able to do changes without having to re-do / backtrack what's been done to avoid a new issue,  so I either have to figure out the problems / work arounds ..or start from scratch,  or just re-rig it. 

Also,  3DX5 does not export the same thing it imports,   this is especially obvious with make human,   import a make human model to 3DX5,  do the retargeting,   then export it to fbx again -   something changes,  especially with the weight maps,  and the teeth get relocated to the floor - I'm guessing the weightmaps aren't as accurate after converting quads to triangles ?  

http://i719.photobucket.com/albums/ww199/teranoxghost/experimental/alien%202_zpscrual7w5.jpg


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planetstardragon
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no it's a blank canvas because anything that deviates from a standard bi-ped layout topology animates inefficiently.
sorry,  i've read wayyy too many lectures on this forum about the right way and the wrong way to do topology for specifically low poly functionality. once you get into high poly,  then the rules change -  but that's not practical for real time animation or gaming.

"Three things cannot be long hidden: the sun, the moon, and the truth". - Buddha





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prabhatM
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planetstardragon (5/26/2015)
I found making the t-pose super easy in 3DX5 -  but it revealed the bad topology -  which wasn't a big deal for me since I re-model it anyways,  so that gets smoothed out. 

as a side rant -   I've taken the position that since meshes and topology have become a science - that is taught in school to near exact measurements for bipeds....many of these companies that are claiming copyrights on their meshes ....are doing the equivalent of claiming copyright on content to a blank cassette or for that matter a blank canvas -  especially if the base mesh gets extremely modded .....no different than the silence on a blank cassette being modded with music,  or an empty canvas being modded with paint -  basically that corporate approach is killing creativity with their business approach.  rigging and topology is not an art,  it's a science.

They made the canvas,  not the final painting.



That's not exactly a blank canvas. That's with a theme pencil sketched on which you start putting colours and you start believing it is all your art.
planetstardragon
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I found making the t-pose super easy in 3DX5 -  but it revealed the bad topology -  which wasn't a big deal for me since I re-model it anyways,  so that gets smoothed out. 

as a side rant -   I've taken the position that since meshes and topology have become a science - that is taught in school to near exact measurements for bipeds....many of these companies that are claiming copyrights on their meshes ....are doing the equivalent of claiming copyright on content to a blank cassette or for that matter a blank canvas -  especially if the base mesh gets extremely modded .....no different than the silence on a blank cassette being modded with music,  or an empty canvas being modded with paint -  basically that corporate approach is killing creativity with their business approach.  rigging and topology is not an art,  it's a science.

They made the canvas,  not the final painting.


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Rampa
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Actually, the best difference is that they include a T-pose!! The old version was a nightmare to get into a T-pose in 3DX.


Edit. Forgot, it's the "unstable" nightly that is 1.1
planetstardragon
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ooh,  thanks for the tip!!   It didn't look like much changed in 1.02 - bee lining for .1.1 now! :D


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