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Customizing characters

Posted By wildstar 10 Years Ago
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wildstar
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Posted 10 Years Ago
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"You can clone a CC character "quad shell" or outline in mudbox using retopology tools 
then, sculpt all you want; after that 
reproject the quad shell model's shape onto the original, untouched CC tri model"

i dont make any idea what u talking about.. 

u talking about retopology or topology?  i see in another forum , zbrush is great to deal with triangulated meshs cause have dinamic topology , this not exists in mudbox
so i realy still want  a method to make the cc base a quad to sculpt  i try make a quad copy of the triangulated inside max and copy the skin and morphs modifiers , the skin got some distortions and the facial morphs 
gone.  so  i realy apreciate one more explicated method . btw i am already back to genesis. like i said is a free to use base. and i go to make my own textures cloths and stuff 



Bellatrix
Bellatrix
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wildstar (10/31/2015)
guys ! can i make a character without a leg or without a arm or more without the fingers inside character creator ?


I imagine you want to make some zombies with chopped off body parts.
Yes you can do that easily - but only possible with CC Pipeline.
It's very simple.

Make the legless/ fingerless body parts as a CC conforming clothing, and....
Done. :)

You don't need to concern yourself with making CC avatar opacity map
because, iClone CC auto-hide invisible body parts (one of its great virtues)

As to your desire to model in quad...
As I said in your other thread
iClone is built on a game engine, so not like typical CG tool.
All quad models are automatically converted to tris upon import to games.
Tris preferred over quad for games - for many reasons.
One basic reason = tris is better for realtime animation.
I also said tris can be BACK-converted to quads, in most modeling tools.
HOWEVER...
99% of tri models will have their vertex flow direction changed/ UV destroyed in the back convertion process
Messy. Not to mention, pointless.

So if you want to use iClone CC, you have
- to live with tris
- think like a game modder/ game asset creator

One (more technical) way you can still model in quad for CC
Use the RETOPOLOGY/ PROJECTION method
I have no idea your modeling skill, nor Mudbox retopo features, but
You can clone a CC character "quad shell" or outline in mudbox using retopology tools
then, sculpt all you want; after that
reproject the quad shell model's shape onto the original, untouched CC tri model
Done. :)
Don't need to touch any CC texture/opacity map!
Don't have to deal with tris-quad or quad-tri convertion!

Try not to overthink it, is the way to work with iClone.

As to Genesis...
Yes I have my very optimized re-UV Genesis workflow in standby
as a backup, pending CC Pipeline outcome.

Cheers





  >>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.


wildstar
wildstar
Posted 10 Years Ago
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i make the opacity map for export to 3d xchange and inside 3d max and mudbox the mesh still there.

i really start think about use genesis figures to create my characters, cloths and hairs. genesis figure is free to use, and i plan make my own textures and etc
but i really disapointed, i hope character creator can be like genesis/daz where we can produce lots of things just using the character bases. 
Rampa
Rampa
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Sounds like an opacity solution is not what your looking for. Just delete the parts of the mesh you don't need in your modeller.

For quads, Makehuman might be more what you need.
http://www.makehuman.org/
wildstar
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i cant identify the feet fingers :( this method can work for legs or arms , but for fingers ? :(  

i doing lots of tests with CC and mudbox today, and i say to you guys i am very frustaded. for work in mudbox
i realy want a quad base. triangulated bases dont give me a good feedback when i start try make details ( i want make custom characters , sculping base and trying make my own normals. the cc bases are amazing on this
part , the textures are very simple and good to work, but the fact the base mesh be triangulated , for sure is baaad.  :( snif snif    :(((((
Cricky
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You don't need the "Essentials Pack" to use Opacity.  You just need to NOT Hide the Mesh under the clothing until you have rid the body of the parts you want to remove.  By then you will have the parts identified, then you can do what you like.  Below is a screen shot of the CC_Standard doing just this, and removing the Left Arm and Fingernails.  Once again, you do not need the essentials pack to do this.


https://forum.reallusion.com/uploads/images/7f9cbc83-3b14-401b-aebd-69ab.jpg


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wildstar
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thx for the fast replys guys but i trying doing some things in cc character base. now i discover when i put really high sub divs like 5 or more i can sculpt in triangulated models inside mudbox

the problem is i want sculp a boot and the fingers are a big problem :(

Rampa
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https://forum.reallusion.com/uploads/images/ec08057b-4ac9-4fa1-b870-7442.jpg

I think you need the "Essentials" pack to have access to the body opacity.
Cricky
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You can use Opacity Maps to hide any part.

wildstar (10/31/2015)
guys ! can i make a character without a leg or without a arm or more without the fingers inside character creator ?






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wildstar
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guys ! can i make a character without a leg or without a arm or more without the fingers inside character creator ?





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