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Message
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vadim+2
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vadim+2
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 60,
Visits: 1.5K
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Hello everyone! I think it would be awesome to be able to increase the default polycount for the character. For example, when I import characters in UE4, the close-up body seems a bit blocky due to the lack of polygons, although they look great in CC3 due to the subdivision function, but the exported characters do not inherit it. This can be fixed in UE4 by enabling the tessellation feature in the material, but the solution is not perfect (see why - https://forum.reallusion.com/410267/Tessellation-issue-in-Unreal-Engine).Also, it will add a lot more freedom to the GoZ feature if we'll be able to work with a more detailed model in ZBrush - even the highly deformed characters will look great with this feature. In my opinion, it will be specifically useful for film & tv productions where you don't really care about optimization but you need to achieve the best look possible. Please don't hesitate to let me know guys what do you think about this. Edit: please upvote this feature on the Feedback tracker - https://www.reallusion.com/FeedBackTracker/Issue/More-polycount-on-export-GoZ
______________________________________________________________ Vadim Karpenko, Unreal Engine 4 developer.
Edited
3 Years Ago by
vadim+2
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harnain
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harnain
Posted 3 Years Ago
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Group: Forum Members
Last Active: 3 Years Ago
Posts: 2,
Visits: 13
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this be a great addition if we can have more polys to sculpt in zbrush . You can definitely notice the edges around the ears . Hope that reallusion can come up witha solution to this.
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Bassline303
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Bassline303
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.8K,
Visits: 14.2K
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+1
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animagic
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animagic
Posted 3 Years Ago
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Group: Forum Members
Last Active: 1 hour ago
Posts: 15.8K,
Visits: 31.3K
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I would suggest that this is optional and not a default within CC/iClone. I work solely in iClone so I don't really want the characters to be heavier that they already are.
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Zeronimo
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Zeronimo
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 482,
Visits: 19.3K
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animagic (2/25/2021) I would suggest that this is optional and not a default within CC/iClone. I work solely in iClone so I don't really want the characters to be heavier that they already are.
+1
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JoeGideon
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JoeGideon
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 246,
Visits: 1.7K
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Yes - the fact that Reallusion does not provide for exporting subdivision is a huge issue. I also feel that Reallusion is very disingenuous in saying that you can achieve smoothing in Unreal Engine by using Tessellation - which clearly does NOT work (artifacts). This combined with the massive FBX eye malfunction issue makes me feel that Reallusion's software is almost unusable. I hope that the free MetaHumans at Unreal Engine will light a fire under Reallusion and make them get their act together. vadim+2 (2/25/2021)
Hello everyone! I think it would be awesome to be able to increase the default polycount for the character. For example, when I import characters in UE4, the close-up body seems a bit blocky due to the lack of polygons, although they look great in CC3 due to the subdivision function, but the exported characters do not inherit it. This can be fixed in UE4 by enabling the tessellation feature in the material, but the solution is not perfect (see why - https://forum.reallusion.com/410267/Tessellation-issue-in-Unreal-Engine).Also, it will add a lot more freedom to the GoZ feature if we'll be able to work with a more detailed model in ZBrush - even the highly deformed characters will look great with this feature. In my opinion, it will be specifically useful for film & tv productions where you don't really care about optimization but you need to achieve the best look possible. Please don't hesitate to let me know guys what do you think about this. Edit: please upvote this feature on the Feedback tracker - https://www.reallusion.com/FeedBackTracker/Issue/More-polycount-on-export-GoZ
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Ascensi
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Ascensi
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 262,
Visits: 1.9K
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Bassline303
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Bassline303
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 days ago
Posts: 5.8K,
Visits: 14.2K
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Cool workflow , have to try that , thank you for sharing 👍
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JoeGideon
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JoeGideon
Posted 3 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 246,
Visits: 1.7K
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Ascensi - Wow, thank you so much! These sound like great tips and I look forward to trying them out! Question on tessellation: Have you tested your tessellation method with an animating character, testing the range of motion? The artifacts I was reporting happen when the character is in motion, not when in a static pose.
Edited
3 Years Ago by
JoeGideon
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Ascensi
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Ascensi
Posted 3 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
Posts: 262,
Visits: 1.9K
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