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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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R.Man
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Thank you guys. Let say this issue is solved. I ended by using Unity's double sided shader and unity tesselation. Not the best solutions but it works. The goal is not to pass throud DCC softwares.

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Wuv3D
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manran,
There will be an argument every witch way you turn. This or that is better.
One thing for sure: "Optimize ANY Mesh" it will render 3 to 4 times faster.... Game Engine or animated movie.

I guarantee that if you optimize an avatars mesh... "One Time."... you won't waste time with (Tessellation or anything else)
...no need.... the mesh is primed for optimal rending.

Example:
LOD.... "Cut!" now switch characters.
Roll 'Em:cool:


R.Man
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[/quote]
Therfore we have iClone , it is Realtime , a Filmmaking Tool and it has a dynamic tresselation option too . It is not RL Task to make it great for Unity.

If you prefer the naked Unity as Filmakingtool , you can not expect this is without additional effort. 
[/quote]
External pipeline cost extra time and extra money.Believe me it's not a voluntary choice to find external renderers instead of iclone, i expected much things from IC 7 , but after testing and pushing the new pbr renderer to its limit, i've discovered some issues that any lighting guys should notice after some experimentations 1.the VXGI is good but not enough for cinema standard at least if we have something like this using the same technology i will be happy https://www.youtube.com/watch?v=-wmbpL9OvNM , 2.The HBAO is not realistic 3.the DOF from the new real camera system has a very synthetic blur, remember that DOF is a storytelling tool , if it fails many things can fail.In sum everything is implemented but lack some finesses , it's still too gamish yet . If you have some link or image to show me that some people can get crazy things out of it i'm very open. I've decided to believe and respect the animation workflow side of IC ,i have no doubt it's very good, an can be a part of the pipeline.I just think that having mesh resolution control in CC2 or Iclone should be a basic feature. I've investigated with DAZ,FUSE,POSER they all have smooth mesh by default or mesh rez control instead.
 But like you said may be i should find a solution myself as it's a bit unusual project and method,also i've submitted this to the forum wishlist may be RL will look at this one day.
If they really plane to enter the serious arena of realtime VFX and Cinema they will have to solve this and the other issues ( GI,DOF etc) .








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vidi
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Tessellation is a resource hog.... especially in a game engine

:rolleyes: Swooopy Wuv seems not recognize that is dynamic tresselation from shader and depends the distance from the camera . It is a Game engine feature to optimize  the resource and to have the good resulution in close up 

 
 the biggest issue here is the CC character itself it should be possible to change the polygon resolution directly inside the software. May be reallusion should see it as a potential cinema tool and add some feature. The futur of rendering is realtime

Therfore we have iClone , it is Realtime , a Filmmaking Tool and it has a dynamic tresselation option too . It is not RL Task to make it great for Unity.

If you prefer the naked Unity as Filmakingtool , you can not expect this is without additional effort. 


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liebe Grüße vidi




Wuv3D
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manran (11/12/2017)
my issue was the lack of polygon

Why don't you add a few edge loops where needed.
Tessellation is a resource hog.... especially in a game engine.

https://forum.reallusion.com/uploads/images/1daf0c58-55c7-442c-9358-dd01.png
R.Man
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Again thank you for your input but what you've said is already done. To avoid those long steps i've choosen CC. I don't know if you had the opportunity to work with CC , CC character has a very good texture map and hi resolution up to 2048*2048, my issue was the lack of polygon but now i've found a temporary Tesselation solution inside unity which is killing a bit of performance inside unity but i's oki, After testing Daz,Poser,fuse character to see the result , the biggest issue here is the CC character itself it should be possible to change the polygon resolution directly inside the software. May be reallusion should see it as a potential cinema tool and add some feature. The futur of rendering is realtime , they should act accordingly. I've choose CC  to speed up and straighten the pipeline, if i still need to go to blender or any other software again just for applying smooth and converting meshes to double sided , i think there are better pipeline without CC.Remember we are in a film pipeline here we need speed, productivity and quality...most of the character need a lot of detail and will be shoot with close up cameras , and they will be screened in 1,110-5,000 sq ft screen size.  
Wuv3D (11/11/2017)
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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Wuv3D
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@manran,

Notice the image and uv template (somewhat unusual size) 1024 x 512.... instead of just 1024 x 1024, 2048 x 2048, etc..
I "Change" the normal (Given) size to this "stretched out" size to make it easier to paste images onto.

Following this procedure = 2 to 4 times faster rendering.... or even Faster.
Guaranteed! :cool:

Tessellation will severely tax your cpu's precious resources = much longer render times. :crying:

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:


R.Man
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



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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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liebe Grüße vidi





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