|
Author
|
Message
|
|
salomon.nestor.alexis.84
|
salomon.nestor.alexis.84
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 5 Years Ago
Posts: 7,
Visits: 71
|
Hello, I am new here and I am analyzing if the acquisition of CC3 is a good idea for my workflow. I work with unreal engine and I use DAZ3D to create characters. I was wondering how CC3 can help me more than what DAZ helps me, besides the creation of LODs.
Currently I can import in a UE4 the characters created with DAZ with the UE4 skeleton applied, morphs etc, simply with a script.
-In other words, what rise in quality and in pipeline flow does CC3 help me? -What are your limitations? -From what I saw in the Trial version, it lacks a variety of base characters, so it must be acquired from the marketplace. How much is the estimated price to have relatively varied characters that you have to pay extra to drom what cc3 costs ?
Thank you
|
|
|
|
|
Ellessarr
|
Ellessarr
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 5 Years Ago
Posts: 81,
Visits: 773
|
ok my current sincere experience with cc3 also using unreal engine: pro - fast character creaton and some really good and easy customization inside cc3 con - really small library when comes to cloth texture and bla bla bla, you need to buy it with the essentials if you want to have a real good start with cloths the big issue come really with the "hairs" basically you have on base like 3 or 4 hairs type at best, if you manage to buy it with some promotion you can get some hive stuffs like 2 fantasy armor and 2 more hairs one customizable few extra cloths, i feel the market is a bit expensive when come to cloths but after see the daz3d market well i can say it on somehow on par with daz maybe a little more expensive here and there but really the best thing to do is really buy things on sales, another problem is feel is which while for make "modern characters" it's fine to make medieval/ fantasy character it's really poor, you don't have any cloth on the base for that the best can happen is you get the 2 hive fantasy armors, but no real cloths, then again when looking at the market it's really poor when comes to "fantasy" and specially "armor" you will find few gladiators armor and few fantasy medieval cloths and armor to look like mage or rougue and some "civilian" but really the library is pretty poor overal for the market. another thing which annoys me is how some body parts are handed when comes to customization" like the eyebrow, they are part of the body texture, then to edit them or change te color is almost a "non" if you not good at photoshop and bla bla, also the same goes for body hair, you must have a texture with body hair and even again fall under the same problem of eyebrows.
the good news is which you can export many of the cloths from daz to cc3 to use it in your game but be ready to work like crazy to fix the cloths weight influence to avoid some deform bug stuffs it's gonna be really a pain to fix another big let down is which you can't export target morphs to unreal unlike daz where you can export target morphs to use on unreal then if you want "target morphs you must also buy iclone and use it to create your target morphs and be able to export.
another issue come with texture exporting, currentely for unreal exporting textures for others formats like targa than the base format is a pain and nightmare, they are working on that with a pluging but for now is better wait because it's still not good.
i'm just pointing some of my basic frustrations with cc3, it's does have few more but also have some good things, overal is a good program but overal speaking as a unreal user i would recommend you wait a little more before use it, because it's still lacking a lot of features, i can't say for unity since i'm not working with it, but overal i feel cc3 work more just to make some pose and render than really work as a program to support game engines due to some program limitations, maybe when the program evolve more it can be really awesome top, but for now i would really recommend you hold a little your money and keep using daz3d and keep looking at the cc3 changelog and watch for news, otherwise if you just want to create "simple" basic characters for use in game or prototype then you can buy now, otherwise wanting something more complex better wait a little more, wait for some of the upcome updates and hope for one day maybe they alllow us to export the target morphs, anyway in the end will be your decision about how much you really need it.
|
|
|
|
|
salomon.nestor.alexis.84
|
salomon.nestor.alexis.84
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 5 Years Ago
Posts: 7,
Visits: 71
|
Thanks a lot for you response, "another big let down is which you can't export target morphs to unreal unlike daz where you can export target morphs to use on unreal then if you want "target morphs you must also buy iclone and use it to create your target morphs and be able to export." that is a really big one,, I saw a lot of cool features, but this is a very big let down. Hope they add support for this. Until then, I think I will wait
thanks again
|
|
|
|
|
Polaraul
|
Polaraul
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 39,
Visits: 943
|
salomon.nestor.alexis.84 (3/5/2019) Thanks a lot for you response, "another big let down is which you can't export target morphs to unreal unlike daz where you can export target morphs to use on unreal then if you want "target morphs you must also buy iclone and use it to create your target morphs and be able to export." that is a really big one,, I saw a lot of cool features, but this is a very big let down. Hope they add support for this. Until then, I think I will wait
thanks againThe ability to export morphs doesn't appear on the 2019 road map, and RL to my knowledge have never commented on this issue, so I am not holding my breathe this will ever appear. CC3 lacks a lot of features and is not a complete solution, you will need both iClone and 3DXchange.
|
|
|
|
|
tacticious
|
tacticious
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 6 Years Ago
Posts: 4,
Visits: 17
|
Yeah, I would personally hold off on purchasing. Right now, working with CC3 and UE4 is a nightmare. Even without morphs in consideration, it's not great as you'll need some heavy work on your materials to make them look semi-decent in UE4. You'll likely find yourself doing things outside of CC3 just to make it work, until you realize you're doing pretty much everything outside of CC3 and wonder why you're using it. In concept it seems amazing, in practice it's simply not viable in its present state. Even core features were left out on release, like being able to add cosmetics (tattoos, scars, etc.) which was one of the major features touted for making the pipeline/workflow much quicker and easier. Also, pay close attention to the EULA as they want to dictate what you can and cannot do with your characters. If a company were to create characters in CC3, and build a modular character creation suite in UE4, you'd be breaching the EULA at their discretion. Furthermore, the verbiage is extremely loose: Third Party Content Store – refers to any online and/or offline content store platform, software,and/or service other than the REALLUSION Content Store or REALLUSION Marketplace operated by a third party which is not associated with REALLUSION. Key word: service. This could technically mean that an agency who creates assets for other companies on contract would be breaching the EULA, if Reallusion deemed it as such. With the extremely loose verbiage in the EULA, any and all content falls within the parameters of their restrictions, meaning that if you created your own character elsewhere, then used CC3 to add clothing, tattoos, etc., and even used one texture from CC3, they could legally come after you. Furthermore, you have to ask for permission to put a game which uses assets created with CC3 on any distribution platform, AND you have to give them credit: Notice for developers or vendors using Reallusion, or 3rd-party content for mass distribution including game titles, apps, online services or kiosk for, but not limited to various platforms: PC,Mac, mobile and game consoles -- To get the free mass distribution rights for using Reallusion content, developers and vendors must first register their game or application information with Reallusion (please contact marketing@reallusion.com), in order to receive the license agreement letter. Please provide evidence of using Reallusion content in your project or products (such as product or service page URL, or credit announcement) and confirm if the credit disclosure is included. Meaning, you're paying to advertise for them. This wouldn't be too terrible if they offered anything at all for free (or if the software was cheap, which is only the case if you're not exporting for a game), like free characters/clothing/etc. with the purchase of the software itself. However, you will get nickle-and-dimed into oblivion, and pay pretty high premiums for every bit of clothing, accessories, hair, etc. The extremely small selection of assets that come with the software aren't enough to make a unique character, especially with the above mentioned limitations (and not being able to customize as was advertised -- although to be fair I believe the latest update fixed this, but I haven't confirmed as I'm not using it). All-in-all, I'd personally stick to other software. If your goal was to make animated videos, the restrictions wouldn't be bad. However, the software and licensing are horrendous for developing games or doing contract work for 3D assets. Best to stick with a company who doesn't want to dictate what you can/cannot do with the art you have created using their software (Maya, 3DS Max, Daz, Blender, etc.). Other solutions aren't an "all-in-one", but in the present state of CC3 you won't be shaving any time off your workflow anyway.
|
|
|
|
|
animagic
|
animagic
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: Last Week
Posts: 15.8K,
Visits: 31.4K
|
What you get in return is that you don't have to pay royalty for using the assets in a game. Of course it's your choice. If you find a better alternative good for you. Some people seem to be able to use the pipeline to Unreal just fine, which is also continuously being improved based on user feedback. BTW, you can add tattoos, scars, cosmetics, etc. the traditional way, but you have to know what you are doing of course and learn the software.
|
|
|
|
|
salomon.nestor.alexis.84
|
salomon.nestor.alexis.84
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: 5 Years Ago
Posts: 7,
Visits: 71
|
Thanks all for the replies. My only problem is that I can not export morph targets. If this were possible, I probably would have acquired the software.
I thought about adding CC3 to my pipeline to somehow standardize all my characters that I use in games. Basically I add a new software to my pipeline if it increases my speed or I end with better quality assets... well, and if the price is not exorbitant Loosing the morphs target is a big problem in terms of the asset quality.
However I will keep an eye for updates / releases.
|
|
|
|
|
Polaraul
|
Polaraul
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 39,
Visits: 943
|
tacticious (3/15/2019) You'll likely find yourself doing things outside of CC3 just to make it work, until you realize you're doing pretty much everything outside of CC3 and wonder why you're using it. In concept it seems amazing, in practice it's simply not viable in its present state.
Pretty much my sentiment about this product. After having to export meshes to other products (both Reallusion and third party) to obtain functionality that simply isn't present in CC3, I also began to question how viable CC3 is. The idea is good, but this is far from a complete solution and a stand alone product I was expecting the Pipeline edition to be.
tacticious (3/15/2019) Also, pay close attention to the EULA as they want to dictate what you can and cannot do with your characters. If a company were to create characters in CC3, and build a modular character creation suite in UE4, you'd be breaching the EULA at their discretion. Furthermore, the verbiage is extremely loose.
I wish I had paid a little more attention to the EULA now, In particular, I am concerned that I seem to have to get permission from Reallusion to distribute any title that contains their assets. I just assumed the purchase of the Pipeline and the export license I thought it provided was enough!
|
|
|
|
|
lollosone
|
lollosone
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 95,
Visits: 340
|
I did buy CC3 hoping to simplify the workflow to game engine; but I did realize that there is a lot of work to be done. The advantage is that if you spend time in building your library; converting items and adapting them to the base CC3 figure, you save a lot of time when exporting to 3d engines since DAZ studio exporter is a pain and require a lot of work to fix its output. With CC3 when it works, it is pretty straightforward. On the disadvantages, you have limited morph export; compared to the full morph control for DAZ Studio. Also keep in mind that when reducing geometry, you may end up with something not that appealing. Hair are very high in poly count, so it is not always feasible to use them.
All in all, CC3 is a starting point; not sure how much Reallusion is going to invest in it, since they want you to buy also their other products to get the whole pipeline (like face rig and animation), so if you are not committing fully to their ecosystem, you may end up with a software that is marginally useful. If you want to spend time on it, is up to you... Only you are aware of how much time you take to port your character to your engine, so try the free trial of the app and see if that save you time or not.
On a side note, if you deploy games, be sure to embed geometry in a way that is not easy to retrieve; and don't worry about making a character maker inside your game; there is nothing in the EULA that say that you can't make a character creation. The limitation is in that you can't make a product that goes directly against CC, so you can't make a game where you make a character and then export it.
|
|
|
|
|
Polaraul
|
Polaraul
Posted 6 Years Ago
|
|
Group: Forum Members
Last Active: Last Year
Posts: 39,
Visits: 943
|
lollosone (3/19/2019) and don't worry about making a character maker inside your game; there is nothing in the EULA that say that you can't make a character creation.What about this though from the EULA? "You may not do the following applications unless getting explicit permission from Reallusion: Use the characters or their morph assets to build up another character generation system in games or interactive services"
|
|
|
|