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Urgent changes needed to encourage asset development

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Urgent changes needed to encourage asset development

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Hello,

Having done some experimentation with Character Creator, 3DXchange Pipeline, Modo, and ZBrush, I have to request that you enable the exporting of an un-triangulated mesh from 3DXChange and CC.  As it stands just now, the current mesh creates horrific artefacts when you attempt to smooth and sculpt on it in ZBrush.

I've yet to complete all my tests through the use of Substance Painter alongside the aforementioned tools, but from what I can see at the moment it will be very difficult to create high quality assets both for personal projects, and commercial work, and also for sale as a developer with the current setup.  If you can address this issue I'm positive you will see a vast improvement in the quality of work that is achievable. 

With the triangulated mesh, it is impossible to avoid both artefacts, and also deformation upon smoothing segments of the meshes.  I honestly can't understand why there isn't an option to export quads, as it is severely to the detriment of the software (which has an incredible amount of potential otherwise).

I would love to hear the views of others using the tools, as well as feedback from Reallusion on this matter.

Thank you.
Rampa
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You can get templates here that include quad OBJs.
https://www.reallusion.com/character-creator/custom-outfit.html
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Rampa (1/22/2018)
You can get templates here that include quad OBJs.
https://www.reallusion.com/character-creator/custom-outfit.html



Thanks for the link :)  

I'm guessing that (until I get a chance to check it all out tomorrow morning) the use of these external meshes will completely eliminate the potential for building in the morph based character creation controls though; which seems very odd.

Can the quad meshes be imported as morphs in CC?  I can't understand how that would be possible given the differing vertex counts / orders between the meshes.
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This is from the page that has the downloadable templates:

"You are free to download fully-rigged male, female, and neutral body templates to design your own clothes, shoes, gloves, accessories and hair by using your favorite 3D tool. As for character design, you can download or export the OBJ files with quad mesh for better subdivision in the case of mesh smoothing and high poly sculpting."

Could someone explain how exactly the export as a quad mesh is achieved, as I cannot find documentation on how to do it?  Also, having checked with the meshes themselves, I have confirmed my fears that you cannot use the meshes to generate morphs, let alone incorporate existing morphs into said meshes, as the vertex ordrer is different.  Is it even possible to generate truly high quality assets using CC if the meshes warp due to the triangulation when put into ZBrush?
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This is from the page that has the downloadable templates:

"You are free to download fully-rigged male, female, and neutral body templates to design your own clothes, shoes, gloves, accessories and hair by using your favorite 3D tool. As for character design, you can download or export the OBJ files with quad mesh for better subdivision in the case of mesh smoothing and high poly sculpting."

Could someone explain how exactly the export as a quad mesh is achieved, as I cannot find documentation on how to do it?  Also, having checked with the meshes themselves, I have confirmed my fears that you cannot use the meshes to generate morphs, let alone incorporate existing morphs into said meshes, as the vertex ordrer is different.  Is it even possible to generate truly high quality assets using CC if the meshes warp due to the triangulation when put into ZBrush?
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Okay, so from further experimenting I've found that a direct obj export of the nude character from CC is the only way to get a quad mesh that you can use for further work.  I'm really glad that I found it, but also disappointed that I spent so much time watching tutorials that promote a really bad pipeline.

I'll do some further experimenting and see what I can come up with.  At some point in the future I might put together a proper tutorial on how to use CC in a development pipeline if there is an interest in it.



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