mrl (9/7/2020)
Thanks for the reply and for sharing your work. It looks great! I just subscribed to your accounts – looking forward to checking out more of your stuff.
A few points of clarification if you don’t mind – though I’ve been using iClone for years, some of the finer points of this stuff are still new to me.
You mentioned that we’re not going to get Unreal quality from iClone, but that using iClone, for you, comes down to better performance over the visual features. Does that mean that Unreal couldn’t handle some of the more demanding scenes I’ve made in iClone? That Unreal takes more resources to render more or less the same setup? I don’t mind longer render times if it means my finished product looks better, but I’m wondering if the problem is that it wouldn’t be able to handle some of my iclone projects, regardless of how long I was willing to wait for it to render. Is that correct?
Also, you mentioned (and I’ve heard it said before) that so much of what makes the difference in getting really top-notch looking scenes from iClone comes down to lighting. I’ve watched the basic tutorials and understand how lights function in iClone, but I’m wondering if there are any resources online (iClone specific or not) that go into detail about what to do with lighting in order to make things look really good. Is it just trial and error? Are there any general principles I could learn beyond just basic lighting?
Again, thanks for your time and for sharing.
Thanks! Keep in mind, I still consider myself an intermediate IClone user, I am in no way an expert. I learn something new every time I load up the program.
To answer your questions. You're going to get better quality and performance in Unreal. Unreal can render x10 what you could do in IClone. I mean you could have 50 characters on the screen if you wanted, and Unreal wouldn't break a sweat. However, you do lose some functionality by going the Unreal route. For one, price, you have to have an export license for everything you want to use in Unreal from IClone. There are also other features, that you lose such as sets, particle effects, etc that don't carry over either. Also you lose some manipulation of IClone characters.
Personally, I think that IClone has enough visual quality to make decent looking animated films and it's a lot easier to use than Unreal. I am all for visual improvements, and flares, godrays, etc. will be a nice addition. IClone provides me with everything I need to make a great film. I like Character Creator and making characters and sending them into IClone. Animating in IClone is very nice as well, being able to manipulate everything. The biggest problem for me is performance in IClone. Because at the end of the day, I spend more time at a snails pace, waiting for undo's or moving objects, and rendering out scenes to test the performance of the motion, because the FPS is at 2-4 and I can't tell if a character's motion is moving too fast or not.
Everyone wants to make quality like the video you showed, but the problem is those scenes took a team of people to make. IClone fits well with 1 person or small teams being able to do everything yourself.
The only thing missing is the performance aspect, for me.
As far as lighting goes - play around with everything in every scene. Sometimes you may want to use IBL, other times not. Disable the starting lights that come with each scene, and then add a directional light if outside, or point lights if inside. Add lights to every light source in your scene. Lighting should take almost half of your time spent on your scene IMO. I play around with the lighting more often than I do animating everything. Try out all the LUT filter effects, combine a few together. Turn on HDR, and Tone map. Maybe you want the tone map, maybe not. Every scene is different so the best thing you can do is just spend as much time as you can playing around to see what you can create. It's also good to have somewhat of an idea of the look you're going for ahead of time.
IMDB: James Muia
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