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Exporting CC characters to unity hi resolution and double sided clothes

Posted By R.Man 8 Years Ago
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Exporting CC characters to unity hi resolution and double sided...

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paulg625
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Yes but would have to do in Unity, this would be specific to the software as a function. Depends on direction of normals and if software recognizes double sided shader. 

vidi (11/10/2017)
2. is it possible to add thickness to CC cloths to get double sided mesh in unity?
Pretty much same answer for clothing you will need to use third party Modeling program
but in this case you would lost the UV 
Better would be to use a double  side shhader to turn off the backface culling 
Also I find CC are smooth enough , what want you archieve ? 



Wuv3D
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in blue the non double sided mesh.

A quick way to show "Thickness."
1. Select the poly's and "Extrude" them.

Wuv3D
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I find it much easier to do things in Game Engines when I follow there guidelines for characters.
It works great.
paulg625
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Question? would Extrude always show texture on backside or is this software specific? Example this would work in lightwave because it has double sided textures but know some create double meshes one for one side one for the other .

Wuv3D (11/10/2017)
in blue the non double sided mesh.

A quick way to show "Thickness."
1. Select the poly's and "Extrude" them.



vidi
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Yes but would have to do in Unity, this would be specific to the software as a function. 
The TE use Unity. 
Therefore I  mean do in Unity .  like this
https://www.assetstore.unity3d.com/en/#!/content/98439


 


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liebe Grüße vidi




paulg625
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Hi Vidi, Is there something on the store page your pointing out or are you suggesting he use Unity assets?

vidi (11/10/2017)
Yes but would have to do in Unity, this would be specific to the software as a function. 
The TE use Unity. 
Therefore I  mean do in Unity .  like this
https://www.assetstore.unity3d.com/en/#!/content/98439


 


Wuv3D
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paulg625 (11/10/2017)
Question? would Extrude always show texture on backside or is this software specific? Example this would work in lightwave because it has double sided textures but know some create double meshes one for one side one for the other .

Wuv3D (11/10/2017)
in blue the non double sided mesh.

A quick way to show "Thickness."
1. Select the poly's and "Extrude" them.




Think of a mesh as a simple plane. It has two sides. It's given a shader.
What determines how the light strikes it is how it's "Normals" are projected.

Whether a two sided shader is used or not, if the normals are flipped, you only see one side.
The other side would be black.

Extrude affects the face extruded, not the other side.
A "Push" modifier, or a modifier that gives thickness effects both sides of an object.

A software's ability to show two sides shader's is app dependent.
Not all have this ability.


vidi
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Hi Vidi, Is there something on the store page your pointing out or are you suggesting he use Unity assets?


there is something wrong with using a two-side shader in Unity ? We use it in iClone too , therefore why not in Unity ? 


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R.Man
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Wuv3D
Thank you for your valuable advice but i think that there is a little misunderstanding, i need a higher resolution mesh as i plan to make a movie with unity , this is not a game project.

ALL THE GUYS
Thank you guys for all you advice i will try them and will come back to you ASAP. the tesselation from unity seems working, i have to solve the double sided mesh now. 

For your eyecandy some render of the same project without smoothing :) https://forum.reallusion.com/uploads/images/8ed34e72-9d6e-48ce-abbb-aa74.png
https://forum.reallusion.com/uploads/images/776c0efe-9289-4edd-b296-84ee.png



https://www.ilema.artstation.com
Open for Professional collaboration as a lighting artist.

Wuv3D
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manran (11/11/2017)
Wuv3DThank you for your valuable advice but i think that there is a little misunderstanding, i need a higher resolution mesh as i plan to make a movie with unity , this is not a game project.

When it's time for "Lighting"....
You put on your "Lighting Hat"
You are a Lighting Artist....You KNOW the finer point of lighting.

Time to put on your "Texture Artist Hat."
To get the highest resolution - WITHOUT cranking up poly count, tessellation, etc., etc...

Texture Artist SKILLS:
1. Texture - UV ratio.

Unwrap your characters using a (2 to 1) ratio.
1. If your Diffuse map is 1024 X 512.
https://forum.reallusion.com/uploads/images/73b8c3c6-479c-47b5-90b5-6fe8.png

2. MAKE your UV = 512 X 256
https://forum.reallusion.com/uploads/images/6b60f1b5-f6cc-4be1-9c86-aedd.png

Load your uv template into your favorite image editor.
https://forum.reallusion.com/uploads/images/6fe6a252-e692-40fb-a1b9-d13e.png

Overlay your texture
https://forum.reallusion.com/uploads/images/29cc1508-7e07-4311-9dea-186d.png

Low poly with high resolution!
https://forum.reallusion.com/uploads/images/fe0af68d-76e8-405e-89c6-c518.png

Why they don't talk about this?
Unwrap UVW .... perhaps the most difficult task in CGI.

Result: You Won't Believe Your Eyes. :w00t:
Low to Medium poly characters with stunning visuals. :Wow:



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