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Tips & Tricks for Unreal Engine 4

Posted By StyleMarshal 6 Years Ago
Rated 5 stars based on 2 votes.
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TonyDPrime
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Look at what I was saying last year...before the Meta Human....
Whoever disagreed with this notion and said..."Nah...just keep it the way it is...." effectively cost RL so much $...
in fact, they cost RL ALL of the $ and media-hype that Meta Humans now have today....!

https://forum.reallusion.com/uploads/images/aa69ebd2-c664-4ac8-b75e-b34f.jpg

https://forum.reallusion.com/uploads/images/14b73343-52bf-4d3c-ad79-2a00.jpg


https://forum.reallusion.com/FindPost444536.aspx

StyleMarshal
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True words TonySubDPrime :D

But RL did already create a Sub-D option in CC3 & IClone and the Mesh looks good in CC3 or IC when you render with IRay.
So no hard work for RL to release an Export Sub-D Version.

In Unreal there are more and more Users which want to do Cinematics and not doing Games (like me)  ,  so my interest is a high quality Character and not an as lightweight as possible model.
So why not offer both ?

Oktoberfest cheers ! :)

TonyDPrime
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I think the whole SubD thing is explained by the following sentiment:
-have option only to simulate, because exporting users really only want a a lightweight game-able figure.
Now remember, RL, for example, went out of their way to create a GameBase character.  They went out of their way to promo how visual fidelity could be maintained even when reducing the mesh. 
And because of this, they did not go out of their way to create the inverse, an HD figure.  

Now, I myself think this was a complete mis-read on what the public market really at-large wanted, as is now made evident by the huge popularity of MH. 
And, with this, I can say that if anyone has ever said in the forums that an HD character was of no value, they had no idea what they were talking about.  Because, the success of MH media-wide is unparalleled in its scope.  Its popularity is dramatic enough to dominate, in popular terms, RL products and Daz 8.1 alike.

So now, you have an engine that can't do it, and it would require  an upgrade to do it....well, if you are going to upgrade it, you may as well go all out and create an MH transformer to really take hold of the popularity, because a Sub-Divided too\n mannequin still only oks like a toon mannequin. 
I think if the end goal is that, then it makes sense.  But if it's just still sitting and thinking the GameBase is ultimately more popular than the MH, then that is a missed opportunity for $.
rosuckmedia
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Bassline303 (6/26/2021)
UE4.27 - Path Tracing Test with CC3 - MH - & Genesis 8




Hi Bassline,
Very Nice😁😁😁
Greetings Robert


StyleMarshal
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Yeah , clearstream , it is totally time consuming.
Within the next UE5 updates it will be possible to "nanite" Skeleton meshes , but this makes only sense for high poly models.
Thats the future RL !

Imagine a "TonySubDPrime" :D
Garry_Seven_of_one
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Bassline303 (6/26/2021)
The question for me is "why does RL not allow us to export Sub-D" ?
You can subdivide in CC3 and IClone but not for export , we should go down on the streets and do a demonstration to "let free the Sub-D"  :D:D:D




Yep keep it simple, just allow us to export subD mesh and we good. (and 8K textures) tried again in Maya this morning to do it and came out a hot mess.

Garry, Clearstream, Seven_of_one
https://forum.reallusion.com/uploads/images/f8c0246a-f887-417d-9f3c-b22c.png
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StyleMarshal
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The question for me is "why does RL not allow us to export Sub-D" ?
You can subdivide in CC3 and IClone but not for export , we should go down on the streets and do a demonstration for "let free the Sub-D"  :D:D:D
TonyDPrime
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clearstream (6/25/2021)
Bassline303 (6/25/2021)
For me the CC3+ looks better in UE4 , CC3 has better shaders , especially for the eyes and micro skin.
In the video I swapped the original DAZ eyes with the CC3 once.
Only advantage of Genesis is that you can export in Sub-D and JCM morphs.




I agree 100% looking at comparisons, and after importing daz and CC3 into the same scene, I just need more geo with CC3.

It’s really apparent on some of the more stylized characters I want to use at the moment, like I can see the polys outline in the ears and other parts where you are pushing the base mesh in ZBrush, and normal maps can only do so much to help.

I don’t really want to go to the iclone to maya subdivide then unreal pipeline though as it creates more problems with animation tools down the line for me and a lot more time.


I think when RL set CC3 up they really were ahead of the pack, but they didn't push it to the next level with stuff like HD and SubD.  People asked for this, but they did not do it.  
Well, now MH came along and forces the issue, but then look at MH now, it just sits idle with only human characters, and not alternate stylized characters like Bassline shows with Daz and CC3.   So MH is just sitting there, with people asking for more, but they are not doing it.
I think Qixel gets paid either way, so why bother doing work when there is no incentive for more $.  It makes more sense to not do it, and get paid for "working on it", versus busting your butt to do it and getting paid all the same.  Also, the quicker they would get it done, the faster Epic can release them from contract and abscond with their work...
This puts RL is a great position to earn $, because there is a lag on the MH end.
It's like RL is not so much competing with MH, so much as it has a time limit on "beating" MH.  Whoever merges both HD-realism with stylization wins the crowd.  If RL does first, $.  If MH does faster, no $ for RL.

JoeGideon
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Got it, thanks clearstream!
TonyDPrime
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That looks so interesting and cool. I am so impressed with your art constantly! Thank you for including Antonia D Prime in your recent clips 😁

I feel after knowing and using Octane this may be a tech that just never ever gets there to real-time with speed, but I guess we will see how noise progresses.

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