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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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Tips & Tricks for Unreal Engine 4

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TonyDPrime
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Posted 4 Years Ago
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Bassline303 (6/23/2021)
Genesis 8.1 - IClone Motion - Anim Dynamics Test.
As you can see "High Poly" is no problem for UE4.




Was it a problem in iClone?  if that is a CC3+ base, it will have the same limits as every other Genesis to CC3 blah blah blah.
PS - Octoberfest is only 4 months away!
Garry_Seven_of_one
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Bassline303 (6/23/2021)
Genesis 8.1 - IClone Motion - Anim Dynamics Test.
As you can see "High Poly" is no problem for UE4.






Of course high poly is fine for unreal, but for some reason reallusion don’t want us to have it with character creator. Shame, as they are only hurting themselves by losing customers.

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StyleMarshal
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TonyDPrime
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clearstream (6/24/2021)
Bassline303 (6/23/2021)
Genesis 8.1 - IClone Motion - Anim Dynamics Test.
As you can see "High Poly" is no problem for UE4.






Of course high poly is fine for unreal, but for some reason reallusion don’t want us to have it with character creator. Shame, as they are only hurting themselves by losing customers.




I think it’s Epic that is leaving quite the underdeveloped MH for RL to exploit. RL only needs to update its own model to match the high fidelity. It would not bust the MH EULA by updating its own character to interact with Unreal, and it is completely to Epic’s benefit if RL exploits MH such that more interest is funneled to its Unreal engine.
So, RL actually has quite the opportunity to gain a whole boatload of customers by updating its own character to interactively match the MH….

RL could even land ALL of the current MH customers, this would be a huge win for RL, because they could capitalize on all the work Epic and Qixel did.

But I do agree- if left as-is, CC3 is missing out on customers due to the MH.

And with the Genesis 8.1, if that is brought into CC3, as-is, it will be limited to the CC3 poly fidelity.

Now, as for Octoberfest, anything goes…..
StyleMarshal
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Genesis 8 & 8.1 mixed with CC3 shaders , JCM post process morphs BP , High Poly ... working on Arkit Pose Assets for AccuLipSync & IClone LiveLink..



Yeah Tony , lets drink some mass beer in October in Munich  :D:D:D
TonyDPrime
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You know, the more I look at Genesis 8.1, outside of Daz it's not giving anything visually beyond what 8 does, and there are not many 8.1-only characters to use with it.

Yeah, a Rocktoberfest would be awesome! :D
rosuckmedia
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Hello Bassline and Tony
I think Genesis 8. 1 looks almost the same as CC3+ Character.
This is just my opinion.
Greetings Robert

Oktoberfest cancels Corona😁😁😁
StyleMarshal
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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.
Garry_Seven_of_one
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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.

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JoeGideon
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Hi clearstream - what animation tool problems do you see with the CC3 > Maya subdivide > UE workflow? Can you be specific? I also agree with you that Reallusion without subdivision is unusable as a professional tool. 

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