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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
TonyDPrime
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20 Grooms and counting....
NEED MORE!!!!

https://forum.reallusion.com/uploads/images/8a9d6573-dbc3-4e6d-9cb1-bcfa.png
rosuckmedia
rosuckmedia
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@tomautobahn
Thanks a lot:)
@TonyDPrime,
Thanks a lot.:)
20 Grooms and counting....
NEED MORE!!!!
Cool:)  I need 30 with animation:):)
Greetings rosuckmedia
TonyDPrime
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On a completely new and different topic -
Grooms....
Seems, in a scene, Grooms cumulatively draw in memory as they are added into a scene, even if hidden.
So with 1-5, 6-10, 10-15, 15-20, etc, I start to see an increased 'general' slow down of the engine, even if I only have one groom visible on the CC3 avatar.
It's like just the fact that they are in the scene absorbs some memory-coins from the account.

https://forum.reallusion.com/uploads/images/15b8f121-39df-48dd-9abb-38fe.png

https://forum.reallusion.com/uploads/images/f6797c46-79de-425a-ad75-10a8.png


Also, starting to see the pattern, if you have a loose generic groom, you can let it run wild. 
But if it's a 'styled look' you modeled to the avatar, upping the stiffness helps it maintain its shape. 
Which I can attest to is a good method because my own real-life hair goes beneath my ears half-way down to my neck and it moves same like a jello-jiggle when I vigorously shake it back and forth.   It looks like UE4 hair jiggle.
So it a stiffer shape maintenance winds up a good approximate emulation of a styled hair.   

https://forum.reallusion.com/uploads/images/88fed043-b264-4a21-8502-4ffe.jpg

https://forum.reallusion.com/uploads/images/5be23fe1-3e40-44b1-9523-4a49.jpg
StyleMarshal
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So it a stiffer shape maintenance winds up a good approximate emulation of a styled hair.   

https://forum.reallusion.com/uploads/images/88fed043-b264-4a21-8502-4ffe.jpg


[/quote]


Is this a CC3 Male Character with Groom ?  Does not look very realistic , too much roughness I guess and increase the normals .  :D:D:D
TonyDPrime
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Bassline303 (1/7/2021)
;Does not look very realistic , too much roughness I guess and increase the normals .  :D:D:D




My imitation of my CC3 angles. But do not get me started on the looking real part. Oh, this is a rabbit hole of 3D I will gladly fall into!
StyleMarshal
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TonyDPrime (1/7/2021)
20 Grooms and counting....
NEED MORE!!!!

https://forum.reallusion.com/uploads/images/8a9d6573-dbc3-4e6d-9cb1-bcfa.png


Neanderthals
rosuckmedia
rosuckmedia
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Hi Tony
I already have the Stretch Stiffnees at Jeese
applied, you're right, it's doing very well.(Better)
https://forum.reallusion.com/uploads/images/f3d37dea-5fb6-4bcf-bec7-d095.png

You don't need physics for your hair.:):)
Greetings Robert

StyleMarshal
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Better !

https://forum.reallusion.com/uploads/images/e997cf93-4f93-4cf0-abde-9c84.jpg

I hope I didn't hurt any third party rights   :D:D:D
StyleMarshal
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rosuckmedia (1/7/2021)
Hi Tony
I already have the Stretch Stiffnees at Jeese
applied, you're right, it's doing very well.(Better)


You don't need physics for your hair.:):)
Greetings Robert



Also try to adjust the fall off "Stiffness Scale" (from Root to Tip) in stiffness and bend parameters ... helped me a lot.

https://forum.reallusion.com/uploads/images/3eb90433-e078-42b9-8cde-8d7c.jpg
JoeGideon
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I've been thinking a lot about the subdivision / tessellation problem that exists in exporting Character Creator characters into UE4. 

Character Creator is certainly marketed as an all-in-one solution for creating characters and getting them into Unreal Engine, but I feel they have been disingenuous as far as the quality of the character appearance in Unreal Engine. The characters in Character Creator are much smoother, if you have enabled the subdivision smoothing in CC3. As we all know, the characters do not transfer to UE4 with that smoothing ("that's a GPU thing"), and so end up in UE4 looking very low resolution. 

Adding triangle tessellation in UE4 is Reallusion's official answer to character smoothing, but it only works if the character doesn't move. When the characters move, you get artifacts at the mesh stress points (unacceptable).

HERE'S MY THOUGHT:

Would it be possible to transfer the CC3 characters into Unreal Engine, so that the bone naming hierarchy is correct for UE4, and then take those transferred FBX character files into Blender, Maya or even Zbrush, and add a level of subdivision for smoothing (this doesn't have to be an insane amount of subdivision), and then render in Unreal Engine while animating the lower resolution version in iClone LiveLink? In other words, a proxy workflow.

Has anyone tried creating a proxy workflow to restore the smooth resolution of the characters? Would this work? Would subdividing the characters ruin the UV maps? Would the facial morphs work? 

Thanks!



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