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UV island scale when exporting with instaLOD?

Posted By DSD_Brian 4 Years Ago
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DSD_Brian
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Welp fingernails are part of the body mesh. So unless I want to hide that geo, export the body, add that geo back in, then UV the nails, it sort of become silly.
I really hope for a more simple solution as a thumbnail should not get the same resolution as a human face.

EDIT: setting the nails opacity to 0 just creates a blank spot on the UVs. The nails are still there taking up the same space.
DSD_Brian
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I'll give this a shot but what about if I want them to simply take up less space? That's my major issue here.
Rampa
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Try just setting the opacity of any material you don't want included to zero.
Select the material from the list in the material tab of the modify panel.
Set the opacity slider to zero.

Alternatively, you can select the mesh elements you do not want included in the edit mesh tool, and hide the mesh.

Delete the teeth and tearline by selecting them in the scene manager and pressing delete on your keyboard.
DSD_Brian
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Awesome! Thank you! I managed to get an alright result with the eyelash hack, but it's killing me to see nails the same resolution as my character's face. The UV results with instaLOD are better without converting to gamebase but, like I said, the ability to have certain things take up more or less UV space is extremely valuable to game developers.

I understand that your tool set caters to a lot of different professions so I'm hoping my feedback is helpful and any fixes to this are greatly appreciated.

https://forum.reallusion.com/uploads/images/e55cbc59-a144-434d-bea0-6103.jpg
Peter (RL)
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Thank you for the feedback. I will pass on your findings to the CC team. I'll update again if I have any suggestions from them. 

                                                                

Peter
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www.reallusion.com


DSD_Brian
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UPDATE: I've managed to remove the eyelashes (using the hide eyelash sliders) That freed up a lot of UV space when exported using instalod combining materials. That also seemed to tone down the tongue a bit. Next is to try and get these fingernails to not take up a huge amount of UV space.

I still am unable to find any kind of UV setting per material. I'd love to be able to choose a "UV weight" per material in instaLOD so different materials take up larger space on the UVs.

I have opted to not use convert to game base as the UVs for that (while making the nails and other elements smaller) makes the body one full pelt which takes up way more UV space than needed. Possibly a change to the game base would be good? Like an option to keep UV shells the same, that way the body can be scaled using maximum UV space as it does with instaLOD but would also allow for correct scales of smaller elements. Sacrificing body and face detail int he current methods is not a great way to go for game development.

https://forum.reallusion.com/uploads/images/52419f20-53ed-463b-996a-a2cc.jpg
DSD_Brian
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https://forum.reallusion.com/uploads/images/68372be8-1acb-40eb-99d9-ac6a.jpg

I'm new to Character Creator 3 and I'm enjoying a lot of it but I'm attempting to create a game ready model from it using InstaLOD and I feel like I'm probably missing something in terms of texel density for the different combined materials.

Basically, if I combine the materials for the body, I end up with nails that are massive in UV space, eyelashes that are also massive, and the body and face end up being the same texel density. So I have no way (as far as I can see) to set a priority for UV island scale per material for when I combine. I'd love to basically do the following:

Set head material to receive more UV space relative to the body and have things like finger nails and eye lashes take the least UV space. Is there a way to do this? Thanks!

I added a capture of the texture export here. You can see that CC3 made the tongue higher resolution than the entire head. This is not ideal...



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