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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
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TonyDPrime (5/14/2021) Bassline, is the Path Tracer in 4.27 supposed to be faster than has been, I actually hadn't used it or tested it in a while... I like the "unlimited lights" part!
:DHmmm...still green as of 4.26 Yepp still green with the SSS Shader and no groom and no eyes...that will still follow. But it looks incredible and it's faster (better denoising)
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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JoeGideon (5/14/2021)
Bassline303 (5/13/2021) Marvelous Designer - CC3 Character - UE4 - (Tutorial) :)
Absolutely great! THANK YOU! I do have one question: I believe you mentioned some time ago that it is possible take Daz 3D clothing assets into Marvelous Designer for simulation, but the assets have to be prepared in some way. Can you please do a tutorial covering this process? That is if you haven't done one already. Thanks again! Yepp there are 3 things with DAZ or CC cloth ... 1. It depends on the layers , often they are not welded , so they fall down to the floor. Works great with only one piece of cloth. Workaround is to weld it in another App like Maya , Blender or C4D and bake out the cloth with the new UVs as one mesh. 2. MD has problems with Object Texture import , so you have to go to another App and bake it. 3. Your animation has to start in a DAZ pose for DAZ Cloth and in CC3 Pose for CC Cloth but RL gave us all the poses in IClone. Using MD Cloth is much easier because you can adjust every part of it , use multiple layers , it's welded and no Texture problems. Will do a Tut for it l8er 😀
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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clearstream (5/14/2021)
JoeGideon (5/14/2021)
Bassline303 (5/13/2021) Marvelous Designer - CC3 Character - UE4 - (Tutorial) :)
Absolutely great! THANK YOU! I do have one question: I believe you mentioned some time ago that it is possible take Daz 3D clothing assets into Marvelous Designer for simulation, but the assets have to be prepared in some way. Can you please do a tutorial covering this process? That is if you haven't done one already. Thanks again! Perfect, thank you. For Metahumans are you exporting the anims from unreal from the BP as in the face and body as fbx, or are you exporting the fbx dummy from iclone. The metahuman with no clothes from bridge actually has underwear which may interfere with simulation? I haven’t checked if it’s actually geometry or not, or are you exporting the body preview mesh from unreal? Cheers, Not that easy with MH because of the pose process morphs , searching for a way how to do it , stiff skeleton mesh cloth is no problem but simulated cloth.... The underwear is no problem , it is a normal map , so no mesh.
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Garry_Seven_of_one
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Garry_Seven_of_one
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 457,
Visits: 1.9K
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Bassline303 (5/15/2021)
clearstream (5/14/2021)
JoeGideon (5/14/2021)
Bassline303 (5/13/2021) Marvelous Designer - CC3 Character - UE4 - (Tutorial) :)
Absolutely great! THANK YOU! I do have one question: I believe you mentioned some time ago that it is possible take Daz 3D clothing assets into Marvelous Designer for simulation, but the assets have to be prepared in some way. Can you please do a tutorial covering this process? That is if you haven't done one already. Thanks again! Perfect, thank you. For Metahumans are you exporting the anims from unreal from the BP as in the face and body as fbx, or are you exporting the fbx dummy from iclone. The metahuman with no clothes from bridge actually has underwear which may interfere with simulation? I haven’t checked if it’s actually geometry or not, or are you exporting the body preview mesh from unreal? Cheers, Not that easy with MH because of the pose process morphs , searching for a way how to do it , stiff skeleton mesh cloth is no problem but simulated cloth.... The underwear is no problem , it is a normal map , so no mesh. Yeah, that’s what’s screwing me. I am exporting the animation clip from unreal but swapping the nude underwear body mesh for the preview mesh, this way it bring the head etc. after simulating in MD and bringing back into unreal as geo cache, I use the actual under wear body mesh. This is the issue  So if skinning, weighting mesh is way to go with some painted unreal cloth simulation, would you say that’s easier and ignore the MD simulations for now, difficult to know which way to go.
Garry, Clearstream, Seven_of_one
 My Pinterests
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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Tip when using Marvelous Designer ... On Artstation Store , there are some great Artists doing MDcloth for 2 or 3$ or free. For example : https://www.artstation.com/galaxenok/storehttps://www.artstation.com/historyboya/storeand some underwear for Joe : :D:D:Dhttps://www.artstation.com/i6de6th6i/store Can be used as Simulated Cloth or Skeleton Mesh , OBJ and FBX are mostly involved , so CC3 , IClone and DAZ work too. Genesis 8 is often used as Mannequin , so import it into DAZ and transform it into CC3.
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
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Visits: 12.4K
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Bassline, I wonder if the unlimited lights is the pre-cursor to UE5’s new lighting paradigm, which does away with light baking. Lumen, it is called. I wonder how it will play into raytracing, like is it fully a compatible part of it.
EDIT Hey - that is where Antonia D Prime gets her clothes!
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
Visits: 14.3K
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TonyDPrime (5/15/2021) Bassline, I wonder if the unlimited lights is the pre-cursor to UE5’s new lighting paradigm, which does away with light baking. Lumen, it is called. I wonder how it will play into raytracing, like is it fully a compatible part of it.
EDIT Hey - that is where Antonia D Prime gets her clothes!RIGHT ! :D:D:D
What would you pay in the DAZ Store for it?
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 3.4K,
Visits: 12.4K
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Bassline303 (5/15/2021)
TonyDPrime (5/15/2021) Bassline, I wonder if the unlimited lights is the pre-cursor to UE5’s new lighting paradigm, which does away with light baking. Lumen, it is called. I wonder how it will play into raytracing, like is it fully a compatible part of it.
EDIT Hey - that is where Antonia D Prime gets her clothes!RIGHT ! :D:D:D
What would you pay in the DAZ Store for it? True...but I do fear that it does not help the artist to price so low, video game companies all unite like a union to raise from $60 to $70, and take huge bonuses. I 100% do not think there is anything wrong with that, however then I think there is not anything wrong with pricing assets higher. I think artists do not support themselves by pricing so low. The music/game.video industry protects itself, so should artists. "The only thing I can do to change that is to pay them more than they are asking, to reinforce that their work has more value than $1..." -Antonia D Prime On that topic, information is time, and time is money. Information = $. See what any wanna-be-expert would charge for 300+ pages of tutorial!
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StyleMarshal
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StyleMarshal
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 5.8K,
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You can pay them a "Tip" , I do that ... the other question is the copyright for involving it into a game ... the price is higher (Extended commercial license) But for us "testers" it is ok, or are you making big money with it?
Why is UE4 free for us "newbies" but when you are making big money with it , EPIC gets a share...
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TonyDPrime
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TonyDPrime
Posted 4 Years Ago
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Group: Forum Members
Last Active: Last Year
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Bassline303 (5/15/2021) You can pay them a "Tip" , I do that ... the other question is the copyright for involving it into a game ... I guess the price is much higher then. But for us "testers" it is ok, or are you making big money with it?
Why UE4 free for us "newbies" but when you are making big money with it EPIC gets a share... “People do get paid consulting fees when parties with established projects hire them. Likely said companies already have their own assets, or have hired their own designers. Your ideas and artistry are your craft in this capacity.” -Antonia D. Prime I think simply Epic has main interest in game developers’ potential to earn revenue using their tool. They arranged that paradigm themselves. They stand to get more money from developers sucking money out of the public than they could ever get from developers paying fees for use. They promote developers to become harvesters of the public gamers’ income. Thus, in a way Epic is a giant Vacuum cleaner, as opposed to a dust buster.
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