Problems with UE4


https://forum.reallusion.com/Topic410339.aspx
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By Makumba666 - 6 Years Ago
Hi all,
Unfortunately my employers decided we should use CC in our pipeline and it creates some problems. I would like to find some things before I report back what I think about CC.
1. First of all CC avatar is really very low poly - especially female breast part. If you are going to have avatar not totally covered with clothes, better you think twice. I found  an option to  improve avatar quality (modify->smooth mesh->tesselation or subdivision), but as far as I can see it only influences what you see in CC. When you export, your avatar still will be the same low poly, ugly piece of... you know what I mean.
2. Exporting game models either straight from CC or trough 3dxchange is abysmal. For example, I exported a character in cheerleader uniform. In Daz, character looks great. In CC, not so good, but acceptable (I understand quality loss is eminent when you move models between applications)... but when I exported this character to UE4... you should see it. First, clothes, which looked ok in CC now look like my character was participating wet shirt contest. But that is minor problem, I know how materials work in UE and I can correct it, although it is curious why CC or 3dxchange can not export characters without such bugs, but main problem is different - SKIN PARTS DO NOT MATCH EACH OTHER - body and arms/legs have different tint. Even body front and body back are different - front side has clear texture, while back side looks dirty. Face and torso textures do not match also. And breast textures... better I never looked at them. I tried to export character with original skin and it worked well, but daz skins seem do not work at all. Has CC ability to use custom skins? As it allows adding custom skins, it should, but as I said it ruins everything.
As I am not CC expert I suppose I might do something wrongly - thats why I opened this topic. I would be thankful to hear your advises. 
By Ellessarr - 6 Years Ago
Makumba666 (4/20/2019)
Hi all,
Unfortunately my employers decided we should use CC in our pipeline and it creates some problems. I would like to find some things before I report back what I think about CC.
1. First of all CC avatar is really very low poly - especially female breast part. If you are going to have avatar not totally covered with clothes, better you think twice. I found  an option to  improve avatar quality (modify->smooth mesh->tesselation or subdivision), but as far as I can see it only influences what you see in CC. When you export, your avatar still will be the same low poly, ugly piece of... you know what I mean.
2. Exporting game models either straight from CC or trough 3dxchange is abysmal. For example, I exported a character in cheerleader uniform. In Daz, character looks great. In CC, not so good, but acceptable (I understand quality loss is eminent when you move models between applications)... but when I exported this character to UE4... you should see it. First, clothes, which looked ok in CC now look like my character was participating wet shirt contest. But that is minor problem, I know how materials work in UE and I can correct it, although it is curious why CC or 3dxchange can not export characters without such bugs, but main problem is different - SKIN PARTS DO NOT MATCH EACH OTHER - body and arms/legs have different tint. Even body front and body back are different - front side has clear texture, while back side looks dirty. Face and torso textures do not match also. And breast textures... better I never looked at them. I tried to export character with original skin and it worked well, but daz skins seem do not work at all. Has CC ability to use custom skins? As it allows adding custom skins, it should, but as I said it ruins everything.
As I am not CC expert I suppose I might do something wrongly - thats why I opened this topic. I would be thankful to hear your advises. 



ok as a fellow, Unreal user, i share your pain, well let's try to help

1 - what is your version of CC3????, because if you are using the stand alone version you don't need the 3dxchange, it have a self option to export where you can choose what the plataform you are trying to export (unreal, unity and bla bla bla), if you use unreal it will export all the proper maps fine "almost fine".

2 - to help improve the export process they do have a addon for unreal
https://forum.reallusion.com/401294/CC3-to-Unreal-AutoSetup-Plugin-Download-Update-History
https://forum.reallusion.com/407500/Special-Notice-CC-Unreal-AutoSetup-Plugin-Beta-20-Process-Update
https://forum.reallusion.com/410267/Tessellation-issue-in-Unreal-Engine

now if you version is the "free one which come with iclone" then i really don't know how to help you aside the addon.

3 - abou the "low polly, yeah i've already commented it and opened a ticket in the feedback", the CC character base is really "bad optimized" the character body base have around 13k(discounting eyes and teeth) polly, which for nowadays for a naked character can be a little low, and it can lead to really a lot of bad deformations and sharpes, when you use the customização as you told things get even more ugle, if you enlarge a female character breast the "bordes" fast appear and instead of rounded it's start to look square, but it really does looks like a really bad optmização and the fact which both male and female characters share the same "base body", because when you go for exemple to daz 3d characters genesis, while genesis 1(genesis 1 is the only one where male and female share the same base model as cc but have much more polygons and much better optmized) and 2 have around 21k poligons, genesis 3 and 8 have around 16k but they are much better optmized and even when you enlarge breasts the squars don't start to appear.

really CC characters are much worst optmized and i thing the problem is the fact which they use the same body for both male and female, when you look to genesis above genesis 1 which used to use same base body for both male and female but which much more polygons, the generatins from 2 and above the male and female characters have different base body, which means they can "add or remove" polygons from gende more accurace places, like a woman breast in geneses it's really do have more polygons than CC, because again in CC male and female share the same body, if they are sticking with that about using same base body, they really must at last increase the polygons in some importante places and find a way to optimize how the body is smooth and subdivided.

another huge problem with me too as you told which is even with the unreal pluging you still have a hard time to get a good character texture/material, specially in the hair, man hair in CC is the most troublesome thing", when exporting from DAz i can get a "almost perfect hair" with CC you get a crap and after many work you get a "average" to bad one, i really don't know, why in the CC hair look awesome but in the unreal is a nightmare, my only issue when exporting characters from daz3 to unreal is which how it's poor export textures, normally you only get the base color/diffuse and in cases of hair you get the opacity, all the others you need to hunt down inside the daz folders like a detective to find then it's the only real issue i have.

my tips to you, could be good you try to speak with the guy which asked to use the CC and maybe convince him to hold a little "to really be honest", because currently at last for unreal it is not the best tool to be using, it need a lot of improviments, really a lot.

and after starting to use more daz another problem which i do have with CC is they really poor library, the amount of base stuffs to use in CC is really poor, you have like 2 or 3 hairs and like 6 cloths, then you need go to the store which is pretty expensive compared with others places even with daz store.

if you really, really need to use CC now, then really be ready to work a lot fixing the problems.

i've bought it myself it and to be honest i've almost regreted it, because i really do feel like money wasted.

i'm not saying which it's like "garbage and bla bla bla" it really have some good things like i told at last when comes to export textures and thanks to the plugging retarget the character to use unreal skeleton" it's really amazing and much better than others, but still a wins/lose situation here.

a good tip could be if you bought real illusion iclone just to use CC and can have a "refund" do that and get the CC stand alone instead" now if you get the iclone for animations and bla bla bla, then well if you have enough cash and really need it, then go buy the CC standalone it is much better and easy to export and work and don't have problem.

well i could list more things but it could take a lot more than it already take, but for what it's looks don't looks like the others things could afect your current work and don't need to talk about.

well first srry for really bad english and as a fellow unreal user good luck with your work.

being very honest when comes to "unreal engine" this tool still need really a lot of improviment.
By Makumba666 - 6 Years Ago
Ellessarr,
Thanks for detailed explanation. I think now I have what to say to my employers. As I was suggesting, CC is not ready for serious game developers atm. At least for games that supposed to have maximum realism. While for isometric games... or games that never show super detailed character from close range it may be still acceptable, I think for us it is no-no. I am representing rather small company, we make small games, but with AAA quality graphics. Unfortunately CC current version is unacceptable for such development. May be in future, when they finally optimize their avatar and correct export pipeline.
For now I can tell only one thing - I am happy there is no need to use CC in pipeline. At least thats what I am going to tell to my employers. Either they agree, or i quit. Game development is more than enough pain in the butt even without CC. :)
Thanks again.

P.S. I tried plugin and despite terrible documentation I managed launch it. Still holes in character body... skin is translucent for whatever reasons etc. etc. Time waster.
P.S. by the way, I found out there is similar plugin for Unity developers. Poor souls. :)
By Ellessarr - 6 Years Ago
Makumba666 (4/22/2019)
Ellessarr,
Thanks for detailed explanation. I think now I have what to say to my employers. As I was suggesting, CC is not ready for serious game developers atm. At least for games that supposed to have maximum realism. While for isometric games... or games that never show super detailed character from close range it may be still acceptable, I think for us it is no-no. I am representing rather small company, we make small games, but with AAA quality graphics. Unfortunately CC current version is unacceptable for such development. May be in future, when they finally optimize their avatar and correct export pipeline.
For now I can tell only one thing - I am happy there is no need to use CC in pipeline. At least thats what I am going to tell. Either they agree, or i quit. Game development is more than enough pain in the butt even without CC. :)
Thanks again.

P.S. I tried plugin and despite terrible documentation I managed launch it. Still holes in character body... skin is translucent for whatever reasons etc. etc. Time waster.
P.S. by the way, I found out there is similar plugin for Unity developers. Poor souls. :)


here a difference between CC base character and DAZ 3 character:
CC base character:

while in the display it show it's show 16457 try the body itself(removing teeth and eyes) have only 13100 polygons, a really low number for a base body, this is why the body don't really look so good in unreal.

now DAZ 3d genesis 8  base female body:

while in the display it show 16556( which already little more than cc), the base body without count eyes(the teeth at first glance looks linked to the body), it's still show 16386), even with that i don't believe the teeths could be more than 1k to at best 2k polygons, this show which daz character have much more polygons and a much more smooth and realistic body, than CC, which is using a very old low poly body, they really need to update that body.

i really agree with you to get a "realism look in unreal using the CC body is really hard it's look good as long they don't get too close to the cam, they really need do a serious rework or at last release a better body, cuz the current one is terrible if you want a AAA game quality.

if you want to have a really more realistic and better shape body i would really recommend you to maybe go for DAZ studio, at first glance he is "free"(if you are looking only to render), but it can be very expensive later, specially if you go to only use they assets because of the ammount stupid number of licenses you have to buy which can be more expensive than the base prices due to the large ammount of sales and cheap pricess, but if you manage to find the right sales and bundles then it can become pretty cheap, all you need is the right time for the things unlike realillusion market where things are really pretty expensive compared with  daz market where some packs can be much more expensive than daz even taking in account license prices,
to start to work with his base(daz) base you gonna have to expend at last 100 to 300 $ to buy the basic licenses needed to work then it's not really "free", but at last the model character is much better than the current CC.

other possible source could be fuse, which is free but also is a very low polly character then for a AAA it can not be good as you need but at last it's less complicated to work with texture and materials.

Again i'm not trying to trash or something like that the program it does have his good things but the problem is which "the bad things" easy overshadow the good ones.
By animagic - 6 Years Ago
There are the Hivewire characters for use in CC, which have a higher poly count.

I don't do games, but there used to be the complaint that the poly count of characters was too high. How times change.
By Ellessarr - 6 Years Ago
animagic (4/22/2019)
There are the Hivewire characters for use in CC, which have a higher poly count.

I don't do games, but there used to be the complaint that the poly count of characters was too high. How times change.

well that was back in time when pcs and consoles where not even close to be strong as the nowdays, for what i read in forums like the unreal nowadays, main characters or important secondary characters can be around 100 to 200k poly counting, body, cloths, hair, face hairs or body hair, very good look bosses can go around 500k, what is matter is the quality and the target plataform you are aiming, if you are aiming for mobile then really low polly is all the way, but if you are going to let's say xbox one or ps4 levels and pcs on the minimum level, then have a character with less than let's say 50k(counting cloths and all things), it's really low unless you are aiming for stylized look, like fortnite to overwatch, where you can have characters like around 30k to 60k, and with they optmization they can reach low specs and even go "mobile", what is matter is what you are looking for, if it's AAA and realism then go low is almost a no no unless you are using VR, then also high poly is not that good either for now.

Again what is matter is really your target plataform, but for general rules going around 100k is pretty much the standart of game market nowadays.

But really the current base model for CC is really a lot low for what is trying to sell itself as a "realistic character" it can easy work for the "toons" characters they released since it don't need to look realistic but if you go realistc they really need to improve it and please give it "For free" not just "if you want better base model buy it", i can understand it in daz3d since it's "free" but for a itself expensive program, having to pay for something which could be supposed to be in the base programa is a little unfair.

ps: i have the hive character and unless it's something wrong with mine versions, it only have more polygons on eyes and teeth, the base body is the same as cc3 with the same 13100 poly base.
By TonyDPrime - 6 Years Ago
I want to see the CC3 to Unreal be more optimized for hair specifically, but much of this is the fault of Unreal itself, not CC3.

But I will say this for CC3 to Unreal workflow. There are several things you can get animation-wise from CC3 that may not be available through Daz.  This includes any # of motions, body mocap, and facial mocap.
Can you do this stuff with Daz?  No. 
So, to a lot of consumers the little bit of extra polygons will not matter, and would likely not be a deal breaker, if it comes at the cost of true-to-life animations. 
Also, I compared in some other posts the Paragon characters and the CC3 characters.  If you, or anyone, says that Paragon's characters look better than CC3, I say this is not true, they look the same level of detail in-game.

But, go ahead and spend time on Daz workflows, plenty of others will then be maximizing the benefits of CC3....and by the way, using potentially the same Daz assets.
By Rampa - 6 Years Ago
There is a higher resolution base in the works. Read about it here:
https://forum.reallusion.com/FindPost403226.aspx

UE4 also has a sub-D type feature of it's own. It can either do a simple sub-D of just increasing mesh density on the GPU for displacement, or a more sophisticated sub-D that increases poly-count to smooth the curves of a smoothing group.
By Ellessarr - 6 Years Ago
TonyDPrime (4/22/2019)
I want to see the CC3 to Unreal be more optimized for hair specifically, but much of this is the fault of Unreal itself, not CC3.

But I will say this for CC3 to Unreal workflow. There are several things you can get animation-wise from CC3 that may not be available through Daz.  This includes any # of motions, body mocap, and facial mocap.
Can you do this stuff with Daz?  No. 
So, to a lot of consumers the little bit of extra polygons will not matter, and would likely not be a deal breaker, if it comes at the cost of true-to-life animations. 
Also, I compared in some other posts the Paragon characters and the CC3 characters.  If you, or anyone, says that Paragon's characters look better than CC3, I say this is not true, they look the same level of detail in-game.

But, go ahead and spend time on Daz workflows, plenty of others will then be maximizing the benefits of CC3....and by the way, using potentially the same Daz assets.

ok i got a lot of misinfo here, first to be clear CC itself can't make animations, for you to animate you will gonna need a third party program in this case the the most common could be te iclone illusions, then is no "that magic easy as you told" you still need to go for another programs, then daz too you can do that using unreal or if you want you actually "can animate in daz" it have a puppet tool and animation feature where you can make your own animations, unlike CC, now about "using mocap you can do thate with daz by just retarget animations, you can just retarget the bones for daz and it gonna have even much better animation, due to better body pollycount.

here a animation made with mocap
https://www.daz3d.com/walks-animation-collection-victoria-8
this one is hand made
https://www.daz3d.com/quick-step-walk-cycle-for-genesis-8-females
https://www.daz3d.com/genesis-8-female-s-flat-foot-walk-aniblock

be more informed before going saying things.

but to be fair DAZ does have really ugly side, like really poor texture exporting system basically it only allow you to export the "base color/diffuse and in the hair case also the alpha for opacity, all the others texture maps you need to dig inside daz to find them instead of getting them exported, but with just the base color and the alpha you already get a much better hair than CC which is weird.

Another problem which i found in DAZ is which how it handle multiple "bones", it's looks like daz system or users use basically the same bone structure for they stuffs, like bones for a cloth then they have like a "hip" bone a pelvis bones, which are exactly the same bones as the base body, which when trying to export to unreal can create a really big nightmare of conflict and in many cases not even exporting due to bone duplicities and trying to fix it is another big nightmare than fix hair in CC, making some stuffs like tails or wings impossible to be exported to unreal, due to conflict.

the only things which really make daz shine over any other "Character creators" programs are the "morph export feature which make any others chracter creator program look really "old", that alone is pretty powerfull allowing a lot of things to be easy done, we also have much better base body(which cc already is working in releasing a much better body but until this happen can take sometime), and another thing which annoying me is also the shop/market, while buying single things in daz can be really ultra expensive, when comes to "bundles" and sales things can be really much, really much cheaper than cc market, the only thing cc market have better is which the cloths already come in a low poly while many cloths in daz come in high poly making you need to use the decimator (or others ways to reduce polygons).

While really CC can use daz stuffs like cloths i'm still find a nightmare have to fix the clothes to proper work in CC, if you don't use the delete hidden meshes features you will be very troubled with clothes cliping all over the body and fixe it is not really that easy as i tried many times, is much more easy use the cc clothes than goes to the hell to have to fixe then for the animations in game.

Another problem for CC for me is the lack of "head bones", well since we can't export morphs then have only blender face ones could be really fine, but having face bones can be much better to work than not.

it's not about A x B but how about one or both of them can be improve, currently both programs have awesome features but at same times terrible problems and both of then are not really "perfect and very good with unreal" then for me if it's about making a "basic character with a good look" then daz can be better but if you want simple characters then CC can be your way.

and how exactly you are talking about "paragong" maybe you wanted to means "overwatch, but even that it's not true, overwatch characters are more round than cc characters but they are "stylized" which means they don't need to look realistic which is the issue for CC, if you use the new CC toon set then the current base game body for CC is perfect, but if you really want a realistic body then it's for sure is not, it does need more polygons even to bender in a more realistic way as was showed in the video showing they new features where they showed the improviments on how the character gonna bend more realistic in the future.

for now my work still on the very beginning of it's developing and we can use "anything" as long it work fine, then both CC and DAZ can be used fine, but in a future will be a time where i must choose what to use and i really would love to be the CC instead of daz, but for now it's not really like that.
Rampa (4/23/2019)
There is a higher resolution base in the works. Read about it here:
https://forum.reallusion.com/FindPost403226.aspx

UE4 also has a sub-D type feature of it's own. It can either do a simple sub-D of just increasing mesh density on the GPU for displacement, or a more sophisticated sub-D that increases poly-count to smooth the curves of a smoothing group.

yeah but that is not something which you must be using too much due to performae this is why you character must be already on the right numbe of polygons, and not making low poly characters to keep using that feature all the times, that are one of that things to be used as last efforts when is the last option not on the fore front.

edit: to be fair you can actually do that face animatios aswell in DAZ genesis 8, it come with a face puppet where you can alread do a lot of basic face animations and if you like you can buy more "morphs to improve even more the face animations, it's somethign again missing in CC which i do hope we gonna ge some high quality face animations bones.
By TonyDPrime - 6 Years Ago
@Ellesar - No misinfo.  Maybe you are thinking differently than what is being discussed?
In CC3 you can load purchased/pre-made CC3-compatible animations into your FBX as well, jut like in Daz. 
In CC3 you can actually export a single FBX-avatar with a list of animations, including a default pose.
And then, any Mocap/animation you create (ie facial animation with iPhone X) in iClone can, yes, then be used in CC3 as part of the export list.  

(You are saying that one can't animate in CC3, as if to contradict me having said that one *can* animate in CC3...but technically, I never said one animates in CC3.
I was thinking Makumba666 had some familiarity of FBX animation flow of CC3 when I was addressing animations.)

On a more Meta-level, this was Makumba666's post, and I was addressing more the original post related to the Unreal endpoint....
(I was going to say 'endgame', but....LOL) 
By Ellessarr - 6 Years Ago
TonyDPrime (4/23/2019)
@Ellesar - No misinfo.  Maybe you are thinking differently than what is being discussed?
In CC3 you can load purchased/pre-made CC3-compatible animations into your FBX as well, jut like in Daz. 
In CC3 you can actually export a single FBX-avatar with a list of animations, including a default pose.
And then, any Mocap/animation you create (ie facial animation with iPhone X) in iClone can, yes, then be used in CC3 as part of the export list.  

(You are saying that one can't animate in CC3, as if to contradict me having said that one *can* animate in CC3...but technically, I never said one animates in CC3.
I was thinking Makumba666 had some familiarity of FBX animation flow of CC3 when I was addressing animations.)

On a more Meta-level, this was Makumba666's post, and I was addressing more the original post related to the Unreal endpoint....
(I was going to say 'endgame', but....LOL) 

your problem was to say that these things could only be done in CC and not in DAZ, which is false information because you can do those same things in DAZ and even better because you can do animations in DAZ, which is a thing that can not be done in CC

here:
But I will say this for CC3 to Unreal workflow. There are several things you can get animation-wise from CC3 that may not be available through Daz.  This includes any # of motions, body mocap, and facial mocap.
Can you do this stuff with Daz?  No.


see, this is a wrong info.

and this is another difference between daz and CC, while in Daz you can animate you can't let's say decimate polygons, to do that you need a "payed addon" the decimator, what cc have on his base and somehow better because you can target specific places to decimate where in daz you can't.

That are the weird things comparing both each one have something amazing which would be a dream to have all of then in a single one, instead of scattered in different programs.

in a dream world utopic for me could be if cc or daz or any other or all of then could do all that thing on each one.

if cc could export morphs (which still outside they agenda)
have a better poly mesh (being worked)
export aswell bones face (looks like also being worked)
could also do animations without need iclone or other program like daz
and have a better library with better sales and prices
better way to work with masks (lipstick, eyebrows,make up) like others programs

then i could be happy throwing money like a monkey to CC but for now i'm currently throwing some money at daz because he does have a much better attractive and costumer friend market.
By TonyDPrime - 6 Years Ago
@Ellesar - you don't animate in CC3, you insert the animation files into the FBX being exported *from* CC3 to Unreal.  
But, are you aware that you can, in addition to this, you can also export an animation from iClone via FBX to Unreal?  (And yes, you would have to have iClone for this.) 
So, with iClone also, you actually have 2 ways of doing export of animation(s) -
(1) CC3 (with a stack of various motions as part of the FBX file); or
(2) iClone (with a single animation, like Daz would do).
Maybe you are not aware of this, or not familiar yet? 
I am thinking you are debating the point instead of just saying "Oh, I don't know what you mean, I am not familiar with this workflow yet...."

But, if no, then you teach me since you then claim the expertise here. 
Prove me wrong:
Because I know how to do Facial Mocap in iClone, to then export that same facial mocap animation file from CC3 to Unreal.

Q - How do I do a facial mocap motion (as in facial motion capture, not some composed puppet motion) in Daz, or from an outside source back into Daz, such that I can then export that motion out of Daz.
By TonyDPrime - 6 Years Ago
Ellesar, look at these breakdowns, maybe this simplifies what we are saying-
With #7, I am thinking you are saying you can do this from Daz, but I am not sure a facial mocap of a Daz character into Maya gets brought back into Daz. 
Because with iClone and CC3, it is possible to bring the animation from iClone into CC3 and export out only using CC3. 
CC3 offers export of a stack of animations, which can all be accessed by Unreal. 
I don't believe that Daz, similar to iClone by itself, can accomplish this export of a 'stack' of accessible animations onto a single rig into Unreal.

1-Simple/Preset Character creation
(a) Daz paradigm - Daz
(b) RL paradigm - CC3, iClone

2-Complex Character creation
(a) Daz paradigm - Daz
(b) RL Paradigm - CC3

3- Compose Animation 
(a) Daz paradigm - Daz
(b) RL paradigm - iClone

4- Export pre-composed walk animation as part of FBX
(a) Daz paradigm - Daz
(b) RL paradigm - CC3, iClone 

5- Export complete scene animation as part of FBX
(a) Daz paradigm - Daz
(b) RL paradigm - iClone

6- Compose actual motion capture animation
(a) Daz Paradigm - Maya/3DS Max/Blender/C4D
(b) RL Paradigm - iClone

7- Export out motion capture
(a) Daz Paradigm - Maya/3DS Max/Blender/C4D......Daz???
(b) RL Paradigm - CC3, iClone

By TonyDPrime - 6 Years Ago
One more thing, I am wishing too to have an export of a higher poly base, I have now asked for this in roadmap
https://forum.reallusion.com/FindPost410473.aspx

But, you know what...
the real problem with UE4 is not poly, or animation, or anything like that....
IT IS THE HAIR!!!

Daz, CC3, iClone - all the same, any transparency-based hair looks awful in UE4. 
And this is not the fault of Daz, CC3, or iClone, but the fault of Unreal.
Unreal does not have OIT - Order Independent Transparency- because it is too costly performance wise. 
And the Unreal crowd in general, as I have seen in their forums, it quite accepting of poor in-game looking hair.  It is just accepted as the trade-off for performance. 
And forget Daz and CC3 - Look at the Paragon characters. 
They have busts made of them and then in-game versions made of them.  Guess which daz and CC3 are more similar to - 
Yes, correct - the in-game version.   
Siren with all the beautiful hair, has super duper high poly spline based hair, not transparency based hair.
And, I have tried Daz/CC3/Paragon hair with the 'RTX-raytracing'...but, it does not 'fix' the look, it actually is just a raytraced version of the bad-looking hair!
By Ellessarr - 6 Years Ago
to be clear and finish this discussion it's looks like wre gonna argue forever because you can't even acnowledge your own words or what you had said



you clear say which you can't animate with daz what was wrong and you make it's looks you can do that in CC what is wrong, you told which only cc have "good bender" what is again wrong since even the tean recognized which they characters bend animations where not that good since it getting a update to improve it.

again we "are talking about CC and DAZ not about iclone, iclone and CC are 2 different tools, if you have CC3 stand alone you don't need iclone, i have bought the CC3 stand alone because i don't wated iclone, because i was planning to use some animations from mixamo and unreal market then i really don't need losing time animating it's my choice but it's means which iclone =//= CC, they are 2 tools, everything you are talking about is using CC with others tools, the talk here was about the "good and bad of "CC" and CC alone, the poster told what he don't liked when using CC and all the troublesome he had, i shared my experiencas and what i feel it's really bad with CC.

About hair to be fair i ended getting the best results with daz rater than with CC don't ask me how and why, but using CC hair they are too transparent and compl

And about paragon man, really you really are talking about "paragon??? how the hell that character (shinbi) does have the same poly count as a cc3 character??? you really don't know what you are talking about, she does have much more polygons on her body parts than CC and maybe even more than DAZ, if that characters does have a full body i could easy see her polly count around 100k (counting cloth too)


i'm really don't understand what you are trying to say or proof??

at last we agree on how really low polly the current CC character is and we do need a more "hd" at last on DAZ genesis 3 or 8 level of polygons, something between 17k and 20k could be perfect and don't just throw polygons on tong, teeth and eyes, as they did in the past, we have a high poly eyes balls and teeth and tong in a low polly base mesh currently.
By TonyDPrime - 6 Years Ago
@Ellesar -
No need to call it an argument, this is all a discussion about what is possible and what is not.  Makumba666 I beleive was looking for perspectives on this topic, so everyone's perspective is valid.

But, let me ask you-
1) Good hair in Unreal with Daz or CC3 - I say hair will not be as good as it can look in say Octane, iClone, Blender, etc.
2) Facial motion capture in Daz - is this possible? - as far as I know, no.

So, respectively, 2 simple questions that should be very simple to answer if true-
1) Do you have a picture of your export from Daz to Unreal with good looking hair in Unreal?  PLEEEEASE....I would be very happy to see this, but I am imagining you do not.  Just know I hope I am wrong and you do!!!!!
2) And then, do you have ANY info on how to do actual facial motion capture (not puppeting) on a Daz character, such that it can be exported FROM DAZ to Unreal?  Again, I imagine you do not, but PLEEEASE show me!...
By Ellessarr - 6 Years Ago
TonyDPrime (4/23/2019)
@Ellesar -
No need to call it an argument, this is all a discussion about what is possible and what is not.  Makumba666 I beleive was looking for perspectives on this topic, so everyone's perspective is valid.

But, let me ask you-
1) Good hair in Unreal with Daz or CC3 - I say hair will not be as good as it can look in say Octane, iClone, Blender, etc.
2) Facial motion capture in Daz - is this possible? - as far as I know, no.

So, respectively, 2 simple questions that should be very simple to answer if true-
1) Do you have a picture of your export from Daz to Unreal with good looking hair in Unreal?  PLEEEEASE....I would be very happy to see this, but I am imagining you do not.  Just know I hope I am wrong and you do!!!!!
2) And then, do you have ANY info on how to do actual facial motion capture (not puppeting) on a Daz character, such that it can be exported FROM DAZ to Unreal?  Again, I imagine you do not, but PLEEEASE show me!...


1 - here when it's not awesome as i told at last for me it looks better than CC hair, still too far way from perfect but it somehow does look better

ofcourse it's still not too much good due to lack of maps again due to poor exporting from daz but that was a basic hair.

2 - ninja theory and hellblaze game the character was made using daz genesis 3 character and used mocap on it them you can do, you just never bothered or tried to do it, all you nee is just a mocap to do, and know how to do, now if you ask me "how to do it" then srry i myself don't know because for now i don't need it and don't have budget to do that and probably gonna not do then i don't need to look for it.

again it's just a matter for you to proper do a look or maybe when you tried to used daz it not was good as today, but for sure daz can do a lot of many good things which i would love to see in CC base.

By TonyDPrime - 6 Years Ago
Okay, see you actually agree with me.
1-the hair does not look good in UE4 overall, and
2-there is no way to do facial motion capture in a Daz paradigm where you export from Daz. This was the point I had made when I said there may be animation benefits in CC3 that are not present in Daz, because CC3 can export out facial mocap done in iClone, as part of a stack.
By Ellessarr - 6 Years Ago
TonyDPrime (4/24/2019)
Okay, see you actually agree with me.
1-the hair does not look good in UE4 overall, and
2-there is no way to do facial motion capture in a Daz paradigm where you export from Daz. This was the point I had made when I said there may be animation benefits in CC3 that are not present in Daz, because CC3 can export out facial mocap done in iClone, as part of a stack.

1 - i told which it does look better than CC and that was my point and it's true.
2 - now is my point to ask you "how do you know there?? any source please???, so far is just you asking me things without never showing yourself any "source' how is your time why it can't be done please??? show your source please and we can happy agree.

as i told in the same way the only way you can do mocap with a character from CC is using iclone in the same way you can only do mocap animation to daz is outside but you can import it to daz if you can import body motion why you can't import faces??, but the point is which you can make mocap face animation from daz character to unreal because a "developer team did that".

that is my last point and i'm really tired to talk with you because all it's looks like you want to do is "attacking and insulte me " like trying to say which i'm lying and bla bla bla then i'm really tired of it, if your only argument is "keep circling around asking diferent things each time i'm showing something then really let's stop here, i'm really, really tired of it.
By TonyDPrime - 6 Years Ago
Ellessarr (4/24/2019)
TonyDPrime (4/24/2019)
Okay, see you actually agree with me.
1-the hair does not look good in UE4 overall, and
2-there is no way to do facial motion capture in a Daz paradigm where you export from Daz. This was the point I had made when I said there may be animation benefits in CC3 that are not present in Daz, because CC3 can export out facial mocap done in iClone, as part of a stack.

1 - i told which it does look better than CC and that was my point and it's true.
2 - now is my point to ask you "how do you know there?? any source please???, so far is just you asking me things without never showing yourself any "source' how is your time why it can't be done please??? show your source please and we can happy agree.

as i told in the same way the only way you can do mocap with a character from CC is using iclone in the same way you can only do mocap animation to daz is outside but you can import it to daz if you can import body motion why you can't import faces??, but the point is which you can make mocap face animation from daz character to unreal because a "developer team did that".

that is my last point and i'm really tired to talk with you because all it's looks like you want to do is "attacking and insulte me " like trying to say which i'm lying and bla bla bla then i'm really tired of it, if your only argument is "keep circling around asking diferent things each time i'm showing something then really let's stop here, i'm really, really tired of it.


Ellessarr, no one is insulting or attacking anyone else, that's just crazy.  And no one ever said you were lying, you don't need to think anyone is saying that.
You know, I was addressing the original post by Makumba666 about the pros/cons of Daz and CC3 to Unreal Engine, as he said he would appreciate advice.
But then when you engaged me in a dialogue further about the technicals of the software, this is great as I enjoy discussing these things with everyone.  Also it seems you agreed with some of my points, so I think really we are on the same page, especially since a main part of this is that a bunch of us want to see a higher poly version of the CC3 base for export, one that wouldn't rely on subdivision in an outside software like Unreal.
So no worries, good discussion!