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Making a CC.base?

Posted By Haratio 5 Years Ago
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Making a CC.base?

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Haratio
Haratio
Posted 5 Years Ago
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Last Active: 3 Years Ago
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So I bought the Skeleton avatar/cloth character from the marketplace. How it  works as near as I can tell is it is like a body outfit that makes the CC.base invisible and makes a 3d picture of a skeleton on top of the base body. 
It totally makes my CC3 lock up like right now. Plus I notice from purchasing the Orc, and Ogre Z brush learning asset packs that I/you/anybody can take a cc character and send them into Z Brush, and or Blender, ect. But especially strait into Z brush.

Now this is great, but the basic rule is (,) and I mean big comma, You can stretch, push, carve, cut, add, subtract digital modeling clay on that character all you want. You can change the color, you can do a crapload of things, and again (Big Comma), You can not change the vert number on the mesh. The cc.base has to maintain its vert integrity. 

So lets say that I wanted to make a Skeleton character. (An actual Skeleton Character). A 3D model of a skeleton. The advantage of the cc.base would be that you have the bone rig for one thing. I dont think though that you could transform a cc base into a shape that complex with keeping the vert count the same, and or I think you would have problems with the shapes of the bones, and they would need way more verts and subdivision to make the shapes and such.
So what I am asking is, would it be possible to create a cc.base. This way you could make things like a Skeleton Character, and or like a Humanoid with like 4 arms and hands and modify the bone rig? 

I have a really cool Scorpion and Giant Spider character that I would love to be able to put in CC3. I can put them in I clone but If I could put them in CC3 I could use CC3 assets with them.
I'm I just chasing a pipe dream?




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