I'm a bit worried that you're just looking to hire "Someone who is capable of working with shader graph"... I'm no shader expert but aren't shader graph authored materials more likely to be less performant than something built from scratch, and more low level, like Jason Booth would do?
I don't see the point of having great looking mats with complex SSS if they can't run in a game. I know HDRP is shiny and new but in a real game (especially VR which is my bread and butter) loading full fat CC3+ characters with all those highpoly submeshes and tons of materials just won't cut it.
I'm personally less fussed about materials (I think many people use their shaders of choice to replace the standard ones, so for example Robert Ramsay's HumanShaderPack) but would much rather you spent your time and money fixing things like
- adding the new ARKit blendshapes to the GameBase meshes, and
- improving the texture maps of those game ready exports (i.e. better normals, added SSSMap, etc).
- Not to mention better support for Unity-ready LOD export. You're using InstaLOD tech, after all, which has a great plug-in for that (in their stupidly priced enterprise-only standalone package).
* that's where MetaHumans really shines - not just the mats and facial rigging (which CC3 can now do more or less on a par) but in the auto lodding which actually makes their characters game ready.
Re. the shoulder issue @Rowlan09 mentions, the problem lies in the avatar definition. It's totally possible to fix it by rotating down the clavicle and then raising the upper arm bone back up to compensate. But why should I have to do that? I find that CC3 avatars are never properly in T-pose when importing into Unity. Now the question is whether that's a Reallusion issue or a Unity one, and I just don't know. Again, spending time on that would be way better than fixating on shiny high end rendering and surface level detail.
Has anyone at Reallusion tried to import a scene from iClone into Unity (characters and fbx animations)? It's not a one-to-one import. Far from it. But it should be. Otherwise why should I spend my time working in iClone rather than another tool?
imho Reallusion's always had this tension between CC3-to-iClone customers who render straight to video, and game developers who use the tech for character creation (because they don't have the time or budget to model and rig bespoke NPCs). There's also perhaps been some bias in the past towards Unreal users, but with MetaHumans there's now strong competition in that space. I'd love to see more focus on CC3 and iClone integrating more effortlessly into a Unity game development pipeline. If you really want "Character Creator to become one of the best character solutions available for Unity developers" that means not just a better Auto Setup (and better exporters), but also more functional and stable tools in the application itself (mesh edit tools that don't mess up vertex order, ability to flip element normals, ability to actually delete geometry, not just hide it). Currently I have to make a round trip to Blender just to fix things before I even get to Unity.
Unity Virtual Reality Developer
Edited
3 Years Ago by
jerome.dipietro