By Marveman14 - 5 Years Ago
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Hello Guys, i have just tried for the first time to export my characters to unity, but i get not the same results as i can see in the CC3. After a few tries, i just used one of clothed templates, which are include in CC3 and i get the same result, i really dont know exactly what the problem is. I used the Video Tutorials to export and import my Character. Check out the Screenshot
The Head is quite different, the clothes look very different not that glossy as in the CC3, the Hair also looks not really nice
If you need further informations let me know.
kind regards marv
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By Scyra - 5 Years Ago
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Hey, Marveman14, I like that you used a default character here. It gives me an idea: I've got some tutorials that I want to update and this will be a good starting point.
This will mostly be a matter of tuning Unity settings to match Character Creator settings. We need Unity's Post Processing to get Ambient Occlusion so this will be a new project using the "3D With Extras" template. It looks like there is a facial expression applied to the avatar on the right that got zeroed out during the transfer and accounts for some of the facial differences. It is this the character in the screenshot below with the "Long Hair" applied?
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By Scyra - 5 Years Ago
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There is an unusual problem with this clothing set in Unity. The mesh looks faceted and I couldn't find a way to fix it...
I'll work on something else instead. You can check the old CC3 to Unity workflow thread for ideas (linked in my signature) while I work on updating it soon.
To eliminate perspective facial distortion change your Scene View as well as Main Camera FOV to 26.99 (the default value in CC3). The glossiness is adjustable by changing the Smoothness in the material. The hair is something Unity is not equipped to deal with by default. A hair shader asset is needed (and not provided). The Unity scene lighting will also have to be adjusted to closely match CC3's lighting setup if you expect to see the same results.
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By Marveman14 - 5 Years Ago
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Hey Scyra, thanks for your reply. " It is this the character in the screenshot below with the "Long Hair" applied?" yes. I am a little bit confused i spent hours of creating my customized character and need to customize it in Unity again. The smoothness adjustment wont make me happy, because i cant really reproduce the CC3 settings to get a nice look like in CC3 You told a hair shader is needed, should that be a shader exported by CC3 which is missed or should i get a seperated hair shader asset for Unity
I will check the camera and post processing settings you told me and give a feedback later.
Hope that we can fix the problems around the import to Unity.
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By Scyra - 5 Years Ago
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Hi, Marveman14. I'm working on the problems now and have been able to match the CC 3.1 look very closely (it's easy—will post pictures and instructions soon). The default stage setup in 3.2 uses 3 colored spotlights and that is one of the reason things look so shiny. Besides being more of a hassle to set up, Unity (non-baked) spotlights also will not account for indirect light shadowing...I might try it anyway, but I doubt the results will be as good.
Marveman14 (11/19/2019)I am a little bit confused i spent hours of creating my customized character and need to customize it in Unity again. It gets worse if Daz is part of your pipeline. After I reproduced the CC3 lighting inside Unity, I found that most of the materials actually did not need adjustment. Anythng highly reflective required adjustment: I increased smoothness for metals, eyes, teeth and tongue. Normal map strength needed to be increased for some clothing items. This kind of thing does not bother me because I am taking on much bigger problems (with enough success to sustain confidence).
This is the hair shader I use. There is a separate version for HDRP if you are using that. I will have to update instructions for using it too, I suppose...I can almost guarantee you'll be puzzled and frustrated if you have to figure it out on your own (as I did), but it's the only one I get results close to CC3 with. The hair shader problem is essentially the double-sded shader problem—the problem being we don't have one...so we get this...
You can't see the back-side of the sleeve...can't see the back-sde of hair, etc. The free double-sided shader assets are non-PBR. You might try them...for some things they are ok, but I found them to be lacking. Unity's Black Friday Sale starts Monday so I may try out some more assets if the prices are right.
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By Marveman14 - 5 Years Ago
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Thanks for your informations, i was able to get a hair shader which is looking good enough for me. I solved the double shader problems on my own, i will wait till your next tutorial to get a finalized good looking character Thanks for your help mate.
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By Scyra - 5 Years Ago
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Here's what I have so far...
The lighting setup isn't quite the same. I need a way to smooth the bangs out.
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By Marveman14 - 5 Years Ago
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That looks nice, keep going
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By Scyra - 5 Years Ago
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Your post was 2 minutes old when I happened to read it and thought, "yeah...why not?" And almost instantly fixed the problem (by simply switching to a more basic 2-sided shader—it looked almost perfect with the Standard shader aside from the lack of 2-sided support)...I can't be sure how much blurring the heck out of the texture in Photoshop helped. Blurring the hair strands in the Albedo (with alpha transparency) has the effect of thickening the hairs.
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By Miranda (RL) - 5 Years Ago
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Hi Scyra,
Try to change the Softness Source to From Angle, and lower the value of From Angle. Here is the reference from Unity >> https://docs.unity3d.com/Manual/FBXImporter-Model.html#geoprops
Miranda
Scyra (11/19/2019)
There is an unusual problem with this clothing set in Unity. The mesh looks faceted and I couldn't find a way to fix it... I'll work on something else instead. You can check the old CC3 to Unity workflow thread for ideas (linked in my signature) while I work on updating it soon. To eliminate perspective facial distortion change your Scene View as well as Main Camera FOV to 26.99 (the default value in CC3). The glossiness is adjustable by changing the Smoothness in the material. The hair is something Unity is not equipped to deal with by default. A hair shader asset is needed (and not provided). The Unity scene lighting will also have to be adjusted to closely match CC3's lighting setup if you expect to see the same results.
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By Scyra - 5 Years Ago
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That worked perfectly. Thank you, Miranda. It really is a nice outfit.
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By coach1 - 5 Years Ago
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I had same issues and your post was very helpful! Changing the option "From Angle" really helped for clothes but i think my skin was also changed... Wasnt it? Also i have problem with hair also. First i tried to fix it with default values (first its on fade then i changed it on opaque but it was even worst. photos below) I also tried free double shader but i had similar result. I purchased the hair shader you suggest but for now i couldnt make any valuable changes. But you have a great result as i see. Your suggestion is to make some edit on photoshop? Thank you!
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By Scyra - 5 Years Ago
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Hi, coach1. I didn't notice any changes to the skin when I did it, but it looks like if you followed the example image Miranda posted, then the change would apply to the whole model instead of just the jacket/dress. You should be able to locate and apply the same setting to just the jacket.
I only used Photoshop to make thin hairs of the bangs appear thicker. I don't think it is helpful for you here. Can you post a picture of your hair shader settings?
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By coach1 - 5 Years Ago
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Thank you Scyra for your reply. Settings are shown in the third picture in my previous post. I am trying to change them with Hair Shader asset you ve suggested but i usually have the result of the picture i also added previously. And they look so perfect on CC3 thank you for any help
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By Scyra - 5 Years Ago
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The standard shader will never produce a good result under any settings. I meant like this...
These are the settings I use for the main layer of the hair I've shown. I've highlighted the important settings. It has recently come to my attention that this shader is only suited for Forward rendering and not Deferred. I'm trying out other shaders to deal with that issue now.
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By Scyra - 5 Years Ago
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Another thing worthy of mention...
By default when we export in CC3 we bake the Opacity into the Diffuse alpha channel, and this becomes the Unity Albedo map. You need to locate that map and mark the checkbox "Alpha is Transparency." That is important.
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