akuei2
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akuei2
Posted 6 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 110,
Visits: 2.4K
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Few month ago, @wildstar post inspired me where Unity can be a puzzle for pipeline. Big help & thankful to sharing out a unique experience. By Now, I had been completed own pipeline method.
Here a demo:
Video is repeating motion, stuff from Daz, CC3 based character(Elite pack) and pre-animation in IClone (especially a lip sync). After that, put everthing in Unity and bake a cake.
Bone physics ... OK. Camera physics ... OK. Volume light ... OK. Substance material ... OK. Skin material ... OK. Offline render ... OK. Particle effect ... OK.
I hope my works can be clarify out a question for who are stuck at same way. Unity look difficultly but is straightforward for learning, and little bit hard at beginning only. While, you don't need worry so much, because there are plenty 3rd party plugin waiting to save your butt(Just throw money :)).
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AutoDidact
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AutoDidact
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 2.1K,
Visits: 13.6K
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Excellent!! Nice to see , yet another person, willing to take advantage of the provided Reallusion export options and DO THE WORK required to achieve their creative objectives.
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wildstar
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wildstar
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 1.2K,
Visits: 5.1K
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you using alembic i believe...
for a realtime enviroment i dont have much good results with alembics for much characters. on 2 engines. toolbag3 and unity cause the "realtime "feature goes away if you abuse with many meshs. and for big projects ( many characters at the same time ) its not a god deal for your HDS too cause its can get a lot of disk space. cause that i using unity cloth for cloths. and for hair i using hair design ( amazing script for generate hair with physics ) on my workflow. it can be possible use unity cloth for hair meshs too but the unity developers do something to the unity cloth , you now cant chose the constraint vertices anymore in place of vertices appear big balls like metaballs , this makes impossible edit constraints on hair but make the job on cloths more easy. i see many ppl complain about this problem on unity forums i believe it be corrected soon. congratz for the sucess test remember , to get the gi baked ( cache gi or lightmapper gi ) working on your moving character you need light probes
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thedirector1974
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thedirector1974
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Week
Posts: 783,
Visits: 5.2K
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Looks nice, but the lighting is completely off. There is a big light source behind the girl. This must be reflected by her body, head and hair. That's not the case ...
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