What will the release of Unrel Engine's Meta Human product mean for CC3 and the Unreal engine pipeline?


https://forum.reallusion.com/Topic472232.aspx
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By alfied - 4 Years Ago
Looking at early previews of metahuman, it seems like it will potentially undermine CC3, and the unreal engine livelink product. 
What do you think?
Where can Reallusion take the CC3 product and pipeline considering this?
By animagic - 4 Years Ago
alfied (2/10/2021)
Looking at early previews of metahuman, it seems like it will potentially undermine CC3, and the unreal engine livelink product. 
What do you think?
Where can Reallusion take the CC3 product and pipeline considering this?

I saw that to, and it has me worried, unless they of course licensed technology from RL.
By EricGR - 4 Years Ago
Reallusion has always been lock step with Unreal and is not far behind this technology preview. Its not a product yet.

Add Head and Facial Hair and more face animation fidelity and CC3 is on par.
Both are on the CC3 Roadmap. And now I know why they delayed the Hair update for CC3.
  • Clothing Pipeline
  • Skin Decal Pipeline
  • Body Morphs and Body Types
  • Automated: ZBrush Pipeline
  • Automated: Substance Painter Pipeline
  • Compatible Asset Library for created characters.
This functionality is critical to creating truly unique characters.

So no need for Reallusion to be concerned and I am sure they saw this way before now.


By sibi_naayagam - 4 Years Ago
I think the two huge things that Unreal is getting right is the Facial Rig with amazing Blendshapes and the Strand Based Hair Groom system. Otherwise CC3 does ton of stuff very well. If CC3 can figure out the facial rig and provide strand based hair system, I would continue with CC3. 

But Metahumans will debut with UE5 I think and preview is months away. AND then we can make a correct comparison.
By trevordphillips - 4 Years Ago
Reallusion just needs to focus on their dynamic wrinkle system now.  Live link is still too laggy for lip sync still.
By Chase MT - 4 Years Ago
Reallusion will now need to focus on their own software CC3 and iClone.   Unreal Live Link will be longer be used by gaming developers once Unreal's MetaHuman comes out.
By michaelrbarton - 4 Years Ago
Character Creator 3 and iClone 7 are not a game engine or a game. It is a 3D tool that gives the average Joe or Jane a chance to show their creative mind in ways that
a game engine cannot. 
A game engine and game have a predetermined beginning and ending most of the time. 
You have everything you need for a movie scene or photo op for your character in iClone and Character Creator 3.
Iclone 7 and Character Creator 3 are like early Hollywood. It gives you full control of your plot, your character, your scene.  Iclone 7 is YOU.

By AutoDidact - 4 Years Ago
It's a browser based "service"

http://www.cgchannel.com/2021/02/epic-games-announces-metahuman-creator/?fbclid=IwAR2IWxZNcF1Lky0rXepQsn8VvkVbanrRcffn_Cmq-p7HWKwf0s-1pUBKtsE
By vadim+2 - 4 Years Ago
michaelrbarton (2/11/2021)
Character Creator 3 and iClone 7 are not a game engine or a game. It is a 3D tool that gives the average Joe or Jane a chance to show their creative mind in ways that
a game engine cannot. 
A game engine and game have a predetermined beginning and ending most of the time. 
You have everything you need for a movie scene or photo op for your character in iClone and Character Creator 3.
Iclone 7 and Character Creator 3 are like early Hollywood. It gives you full control of your plot, your character, your scene.  Iclone 7 is YOU.


Well UE4 is not all about games either, it widely used for filmmaking and TV production and it for sure can let you express your creative mind, sometimes even more than any 3d tool out there, the only problem that the learning curve is quite extreme. I think it's good that MetaHuman is announced, it will push the Reallusion to the next level too because of the competition over the market.
By Chase MT - 4 Years Ago
Correct!  Reallusion should have stayed concentrated on enhancing their own software instead of trying to be a plugin for Unreal.  Character Creator is great, however iClone render is nowhere near Unreal or let along Daz.  
By EricGR - 4 Years Ago
And that is the RUB. The learning curve IS EXTREME and is not easily approached by hobbyist etc..CC3 is designed for hobbyist to pros. Do not take for granted all the stuff Reallusion makes easier for us.

Competition is ALWAYS good and don't forget Reallusion has been working with Epic Games for a minute. They were awarded a MegaGrant.

At the end of the day we are going to reap the benefits one way or another. So sit back and enjoy the ride. Just think about where we were 5 years ago.

By animagic - 4 Years Ago
Chase MT (2/11/2021)
Correct!  Reallusion should have stayed concentrated on enhancing their own software instead of trying to be a plugin for Unreal.  Character Creator is great, however iClone render is nowhere near Unreal or let along Daz.  

RL HAS concentrated on their own software, and it is still vary capable on its own. It was wise to allow an easy connection to Unreal for those that want to work in that environment, but it is by no means the only way.

Frankly, I'm getting sick and tired of the continued bashing of iClone's native renderer. There is no inherent advantage to hyper-realism in telling a story. There are many ways to that, but people just lack the impetus to make some effort to really explore what iClone/CC have to offer.

It may be better for everyone of those wanting to work in Unreal stay away so that the filmmakers working in iClone are again getting some attention. A bit harsh I know, but I have to seen to many pointless discussions about what iClone is not to stay silent.
By StyleMarshal - 4 Years Ago
I've tested it a bit ... and it looks great , but it is very VRam expensive . here it uses 18GB of VRam - LOD 0 - 8K Textures - 80.000 Hair Strands, also the head mesh is SubD & all ray traced with soft shadows.
With a CC3 Character it uses 4-6 GB VRam and it doesn't look bad.



UPDATE :  After rebuilding the same Video takes only 5GB VRam ...
By alfied - 4 Years Ago
Me too and my machine coped but ran damn hot. Lots of optimisation to come I'm sure
By agundlak - 4 Years Ago
I completely second that. 
CC3 is a great and I'm pretty sure strand-based hair will come and it will remain a great tool to have amongst others in your tool box.

Where Epic Games manages to do a great job though is to provide these demo projects for free with it. This is not a polished marketing image, I can run the very same on my machine and see the exact same thing! 
If RL would publish these kind of demo projects for iClone to really showcase what is possible, and to provide a look under the hood, that would be great. What is possible with CC and iClone if put into the hands of industry professionals and share the result with the community. I want to see a Merkat Demo with iClone! ;)
By vadim+2 - 4 Years Ago
animagic (2/11/2021)
Chase MT (2/11/2021)
Correct!  Reallusion should have stayed concentrated on enhancing their own software instead of trying to be a plugin for Unreal.  Character Creator is great, however iClone render is nowhere near Unreal or let along Daz.  

RL HAS concentrated on their own software, and it is still vary capable on its own. It was wise to allow an easy connection to Unreal for those that want to work in that environment, but it is by no means the only way.

Frankly, I'm getting sick and tired of the continued bashing of iClone's native renderer. There is no inherent advantage to hyper-realism in telling a story. There are many ways to that, but people just lack the impetus to make some effort to really explore what iClone/CC have to offer.

It may be better for everyone of those wanting to work in Unreal stay away so that the filmmakers working in iClone are again getting some attention. A bit harsh I know, but I have to seen to many pointless discussions about what iClone is not to stay silent.

I really hope Reallusion won't ditch the UE4 support because of the MetaHuman, many users bought the software only because of this (including me). I love the iClone ecosystem even though it's pricey, but I do believe that RL needs to cooperate with Unreal Engine not fight against it.
By laurent_147234 - 4 Years Ago
I really hope Reallusion won't ditch the UE4 support because of the MetaHuman, many users bought the software only because of this (including me). I love the iClone ecosystem even though it's pricey, but I do believe that RL needs to cooperate with Unreal Engine not fight against it.

Same here. I bought CC3 for that purpose only. MetaHuman does not change my somewhat good opinion of what CC3 can offer. What I like about CC3 is the Blender exports, I really appreciate the ability to add custom morphs, (not iclone-based) rig, etc. For the moment, MetaHuman exports are in the most proprietary Maya format, from what I heard. To my eyes, that's a huge advantage to CC3 and I wish RL further works on Openness (automatic morph exports, anyone?) and continues its roadmap as intended, with a reasonable continued investment in Unity/UE4 export features. I have no problem considering both systems for my future indie activities, with, I hope, the added benefits of increased competition for the end-user.
By Mikay² - 4 Years Ago
Same, I still want to use CC with Unreal! 
By StyleMarshal - 4 Years Ago
They will , why should they stop it after the great CC3 - UE4 shader development or CCSetup or LiveLink?
I see possibilities to import metahumans into IClone for animations and back to UE4 also CC3 Characters are looking great in UE4 and with every Update they will be better.
Also the next UPDATES will be great for UE4 fans ... 

MetaHuman looks great but you will further need other 3d software like IClone & CC3 to do your animations or props or tattoos or hair or headshot or whatever ...

UE4 is still a render machine that needs to be fed ....

:)

By shenlijia130 - 4 Years Ago
Neither CC3 nor MetaHuman can replace the traditional character pipeline in a short while.
Professional character artists will still have to use Zbrush, Painter, Mari, Xgen, Marvelous designer, Maya etc.. to recreate the unique look from the concept of the main characters for movies or games. 

Morph based systems like CC3 and MetaHuman can offer a good starting point and save artists quite some time, but if you want to use them alone for your main characters rather than NPCs, you end up having very similar results like many other hobbyists out there.
It's easy to tell a character is from CC or Daz if you have seen enough of these videos on youtube.
Even the masterclasses RL offers only utilize CC3 to create the base mesh, then make adjustments and everything else in other 3D software, later bring it back just for rendering a pose or send to iClone to do some simple test animation to verify the concept.

And CC3 is great for this pipeline with the one-click GoZ button and the newly added send to substance painter workflow, it also offers more morph sliders compared to the much simpler interface we saw on Epic's Demo video.
Besides MetaHuman will be a web-based service, so I just can't imagine how it could easily connect to other software such as Zbrush and maintain all blend shapes and deformations after you make changes.

So I guess in the end it depends on what you do with your character, if they are not the heroes in your film or RPG game, you just need a digital human for fashion design, virtual narrative character etc, then MetaHuman might be a more convenient solution, but CC has already walked its way into the classic pipeline, It would be cool to have the dynamic wrinkle system and facial hair in CC3.4 though!









By AutoDidact - 4 Years Ago
Epic has chosen to support Autodesk Maya for importing the metahumans thus far,


The Metahumans are a set of high quality premade UE4/5 native figure assets.That, at a minimum ,require a powerful RTX card with alot of VRAM.


These figures will need clothing content just like Daz Genesis or CC3 does.
There are many factors yet unknown such as what will this MH content cost.and what retail marketplaces will support such assets etc..


I make all of my own CC3 clothing& props/sets with Blender 
and export Iclone animated avatars back to Blender and render with EEVEE

There are some bleeting, band wagoneers over in the Daz community
hystericaly declaring "game over" for every other 3D character system
while ignoring the reality that UE4 is a play back/rendering game engine with no proper character animation or content creation tools..hence the support for export of these "Metahumans" to Maya.


kudos the Epic for making them "free" for UE4/5 users but when you start factoring in the cost of iPhones needed for facial mocap & RTX Cards, the Daunting learning curve of UE4 and the intractable power of peoples comfort bubbles 
Well..you realize that the current, somewhat shrill hype about these new UE4 native figures will not translate into some apocalyptic destruction of all other options in the 3D Character marketplace.  
By GIM - 4 Years Ago
vadim+2 (2/11/2021)
michaelrbarton (2/11/2021)
Character Creator 3 and iClone 7 are not a game engine or a game. It is a 3D tool that gives the average Joe or Jane a chance to show their creative mind in ways that
a game engine cannot. 
A game engine and game have a predetermined beginning and ending most of the time. 
You have everything you need for a movie scene or photo op for your character in iClone and Character Creator 3.
Iclone 7 and Character Creator 3 are like early Hollywood. It gives you full control of your plot, your character, your scene.  Iclone 7 is YOU.


Well UE4 is not all about games either, it widely used for filmmaking and TV production and it for sure can let you express your creative mind, sometimes even more than any 3d tool out there, the only problem that the learning curve is quite extreme. I think it's good that MetaHuman is announced, it will push the Reallusion to the next level too because of the competition over the market.


iClone output is video which means no interaction with the environment so it's very limited from an educational viewpoint which is my forte. I've been with iC since V2 and a few months ago I jumped on the UE4 wagon and have not looked back. No more limits plus none of the RL nickle/diming sales gimmicks, upgrades, etc. I wish I had gotten on UE4 years ago.
The CC3 generated models are okay except for hair which without realistic hair any 3D gen'd model will have that 'uncanny valley' look in droves.
By TonyDPrime - 4 Years Ago
CC3 will miss out on some sales based on uninitiated users deciding on the spot to use a Free Meta Human product that makes realistic looking humans, or a pay-for CC3 product that makes toon-looking ones.
But - if RL can make and have a Meta-Human designer Mode as part of its CC application, this will make RL's CC even more of a sellable entity than it already was before. 
RL's CC, as an augment to Meta Human, will make CC even much more desirable than it ever was.

Imagine importing in a Meta Human into CC, modding it inside CC with all its creative options, and then outputting that back to Unreal.  This would be a Must Have. 
Focus wouldn't have to be on being exportable to iClone, just Unreal.  But if it could be exportable to iClone, with animatable functions, that would be very impressive.
By AutoDidact - 4 Years Ago
"Modding" those MH figures could never happen in CC3.

Those MH figures have completely Different rigging structures.

Someone on the Daz forum used the free demo figure and it exported to a 16 gigabyte behemoth with several hundred face bones alone.

She tried to import that Bloated FBX into the 3DX pipeline
and 3DX laughed derisively before it promptly fell dead.

They have their own UE native plugin for Iphone Face capture.

Remember that CC3 pipeline does not even truly "import" Daz figures.

It reasonably projects thier shapes onto a blank CC3 avatar and remaps the textures so that we can use our native Cloth weighting,Face puppet and other animation tools on the Daz Genesis "impostor"(CC3 avatar) in Iclone.

And even after we export FBX from CC3 pipeline that figure would never work as genesis figure back in Daz studio
(not that Daz can properly import an FBX at any rate)

Daz released new, free, wrongly named, "bridge" plugins to the major 3DCC's and many people reported that the one for C4D creats similar scene choking 9-16 gig files when imported to C4D.

You see ,the problem with any uber detailed figures Like MH or Genesis 8(with HD morphs) is  that they have to be connected to a massive Data set to get that detail in the viewport.

Daz studio has a local "Data" folder
and the MH figures May have theirs in the "cloud".

Export such figures without their precious Data  and you  get what we see with a nonstandard Character conversion with 3DX or any other basic FBX export to a major 3DCC

And if you somehow attach the Data you get an Uber Massive files in the importing application.
To say nothing of potentially losing skin shader fidelity 

Even the official Maya export function of MH crypticly states it exports  the "required Data to Maya"

Unreal is an awesome realtime playback engine but it has no serious Character animation tools.

Honestly Daz studio has better basic Character animation tools than UE4 right now, Unity certinaly does.

Reallusion just rolled out thier new Actorcore animation library system and the smart move would be to add direct support for retargeting to the  MH figures so UE4/5 users can stay in thier eco system yet still BUY animation Data from reallusion without having to buy Iclone or CC3.  
 
By TonyDPrime - 4 Years Ago
AutoDidact (2/13/2021)
"Modding" those MH figures could never happen in CC3.

Those MH figures have completely Different rigging structures.

Someone on the Daz forum used the free demo figure and it exported to a 16 gigabyte behemoth with several hundred face bones alone.

She tried to import that Bloated FBX into the 3DX pipeline
and 3DX laughed derisively before it promptly fell dead.

They have their own UE native plugin for Iphone Face capture.

Remember that CC3 pipeline does not even truly "import" Daz figures.

It reasonably projects thier shapes onto a blank CC3 avatar and remaps the textures so that we can use our native Cloth weighting,Face puppet and other animation tools on the Daz Genesis "impostor"(CC3 avatar) in Iclone.

And even after we export FBX from CC3 pipeline that figure would never work as genesis figure back in Daz studio
(not that Daz can properly import an FBX at any rate)

Daz released new, free, wrongly named, "bridge" plugins to the major 3DCC's and many people reported that the one for C4D creats similar scene choking 9-16 gig files when imported to C4D.

You see ,the problem with any uber detailed figures Like MH or Genesis 8(with HD morphs) is  that they have to be connected to a massive Data set to get that detail in the viewport.

Daz studio has a local "Data" folder
and the MH figures May have theirs in the "cloud".

Export such figures without their precious Data  and you  get what we see with a nonstandard Character conversion with 3DX or any other basic FBX export to a major 3DCC

And if you somehow attach the Data you get an Uber Massive files in the importing application.
To say nothing of potentially losing skin shader fidelity 

Even the official Maya export function of MH crypticly states it exports  the "required Data to Maya"

Unreal is an awesome realtime playback engine but it has no serious Character animation tools.

Honestly Daz studio has better basic Character animation tools than UE4 right now, Unity certinaly does.

Reallusion just rolled out thier new Actorcore animation library system and the smart move would be to add direct support for retargeting to the  MH figures so UE4/5 users can stay in thier eco system yet still BUY animation Data from reallusion without having to buy Iclone or CC3.  
 


You bring up some good points, but user Bassline already showed a video where he morphed the head bust of the Meta Human. 
Like that, it wouldn't have to be (a) converting Meta Human to a CC format, then back to Unreal in this CC format....
Rather, it could be a (b) straight import into CC, whereby CC would have morphing/shaping tools for the figures themselves beyond that of the Meta Human Creator itself. 
Because it remains to be seen whether you could re-import models in and out of this upcoming web based app of theirs. 
Say, if I create Meta Human Character-A-1, and then later I want to mod it to Character A-2, could I reimport it back into this web based app for further augmentative modding, you know?
So, this is where CC could service a whole market - those who want to further augment the Meta Humans beyond that which Meta Human Creator allows.  
It could serve like a glorified easy Z-Brush, for people who want to pay for an easy augmentative morphing suite, as opposed to doing the modeling work from scratch in Zbrush, etc.  
By Jamezxurtis - 4 Years Ago
Can anybody point me in the direction of someone who can help I’ve contacted support with no luck I’m having a problem making purchases on the content store it says cannot process request at this time and it’s completely stopping production on a short film I’m facing termination over this I honestly don’t know what to do anymore I’ve tried everything even making a new account to purchase but I can’t use any of those items or software without rebuying the entire software suite over again I’m desperate for help at this point.
By planetstardragon - 4 Years Ago
@jamez   try a different browser,  sounds like a cookie problem in your cache.
By Sekker2k4 - 4 Years Ago
Hello Everyone!
Maybe RL has more features now than metahuman ... but the point is the metahuman is free...
As a Unity developer i would like to see more focused features for unity, Epic made their move... and will be less solds for CC3 and Iclone7... unfortunatelly. I love RL products.
I hope RL would surprise everyone here with new features and pipelines.

By StyleMarshal - 4 Years Ago
No problem to import MetaHuman into 3dxchange , only a few facial bones :w00t:

https://forum.reallusion.com/uploads/images/c90846f7-19c7-424c-add1-a252.jpg
By AutoDidact - 4 Years Ago
One bone for each face vertex? 😲
By wendyluvscatz - 4 Years Ago
I only have iClone 6 pipeline and of course tried 3DX6
a 32bit application
Maybe 7 copes better
anyway if the FBX files from the actual Character generator are going to be 14GB I have no use for them
UE4 probably exports all the LOD though
By StyleMarshal - 4 Years Ago
Yes , you have to change the LODs to only 1 , my export size with Morphs is about 12.9 MB.
Have a look here , how I did it :
https://forum.reallusion.com/419325/Tips-Tricks-for-Unreal-Engine-4?PageIndex=222

:)
By wendyluvscatz - 4 Years Ago
Bassline303 (2/15/2021)
Yes , you have to change the LODs to only 1 , my export size with Morphs is about 12.9 MB.
Have a look here , how I did it :
https://forum.reallusion.com/419325/Tips-Tricks-for-Unreal-Engine-4?PageIndex=222

:)

thanks for that
I never would have read that incredibly long thread 
especially being on iC6 and most stuff applies to 7 and the live link on this forum
By TonyDPrime - 4 Years Ago
Now analyzing more-
One of the exciting points discussed of this is that the Meta Human paradigm would be free. 
But, do they specifically state anywhere in their release that the service is going to be free.
I see it goes through a web based app and is downloaded through Qixel Bridge, but is it said anywhere decidedly that it is free, or have people sometimes maybe just assumed this in discussion.  
Because the project is free to try, but is the service going to be free.

https://quixel.com/pricing
By Postfrosch - 4 Years Ago
But, do they specifically state anywhere in their release that the service is going to be free.

Hi Tony
Look here:

Pricing, availability and system requirements
MetaHuman Creator will become available in early access “within the next few months”. As a browser-based service, system requirements should be minimal.

Epic hasn’t announced whether the service will be free to Unreal Engine users, or whether characters created in MetaHuman Creator will be licensed for use in other game engines.

Updated: Epic tells us that MetaHuman Creator will be free for use with Unreal Engine.



Greets from Germany
Postfrosch

By TonyDPrime - 4 Years Ago
Postfrosch (2/15/2021)
But, do they specifically state anywhere in their release that the service is going to be free.

Hi Tony
Look here:

Pricing, availability and system requirements
MetaHuman Creator will become available in early access “within the next few months”. As a browser-based service, system requirements should be minimal.

Epic hasn’t announced whether the service will be free to Unreal Engine users, or whether characters created in MetaHuman Creator will be licensed for use in other game engines.

Updated: Epic tells us that MetaHuman Creator will be free for use with Unreal Engine.



Greets from Germany
Postfrosch



Thank you Postfrosch.  I see you got that from here.

http://www.cgchannel.com/2021/02/epic-games-announces-metahuman-creator/

I am going to parse through this further- "Free for use..."
You can buy a Daz character, and then you may be able to then use it 'free' in UE4. 
Likewise, I can create a character in CC3 and then use it 'free' in UE4.
However, buying the Daz character and buying CC3 cost something...
Thus, the web based app, like Daz or CC3, may require some $ to use in the first place.  So, you might have to pay for access to the web based app, which then later allows free use in UE4.

Now I think that is what we are looking at - a subscription model.  Because, they would have made a much bigger deal if it would ultimately all be free.
And they would not have you 'buy' access to a web-based app for life, they will make you subscribe.
By AutoDidact - 4 Years Ago
I think you're right Tony,
The web service will likely be subscription  based.


We shall see,
at any rate I don't use UE so no matter  to me.😁
By will2power71 - 4 Years Ago
It's an interesting concept, but to me it's completely uninteresting. I have gotten to the point of where I'm letting go of using other people's meshes --I'm constantly having to compromise on this or that only for my efforts to be hamstrung by a limitations set for me by others , be it legal or practical in nature. I use CC3 characters for background, but I am finding more and more that I much prefer finding a system that allows me to stay in one package and not shift back and forth for this and that. As much as I might like the look in one package or another, I hate the idea of not being able to work the way that I want to. I'm finding that Cinema 4D or Blender offers me a much more attractive platform than Unreal when it comes to animating. And for someone like me who's more interested in stylized animation, ultra -realistic humans have very little appeal. Honestly, though --if iClone offered a complete rigging toolset so that I could rig not only people but Animals or creatures with a robust set of controls, I wouldn't even look at anyone else's stuff. iClone is the easiest to get results out of were it not for it's limitations in Rigging. I'm experimenting with Akeytsu and iClone to see if I can get the control I want for animating and the rendering capabilities and simplicity of iClone.
By devcommon - 4 Years Ago
It is GREAT to read RL is planning to do better hair. 
To me that is currently the biggest pitfall of CC3 characters.  
If RL can beat Epic releasing that in the same quality, I think MH will loose a major point of it's current appeal.

The other biiiiig thing RL can learn from MH is in regards to shaders.  If you compare the two you will see just how much optimized those MetaHumans are.


With skinGen a lot can be done to get CC3 characters look realistic and IMHO much better/more detailed than what I have seen done with MH so far.
Without having used MH, to me it didn't look like any of the PS like layer system skinGen gives us will be there, but who knows, it's still in early development.

Web based application ... hm, that doesn't sound all that good to me, but again, let's see 
By ingmarbuchner - 4 Years Ago
Epic Games have confirmed that the MetaHuman creator service will be completely free to all Unreal Engine users. Zero subscription, just plain free. They replied to a question I posted on their youtube announcement video. I am very curious to see how Reallusion will respond to this and how this will affect the development of Character Creator and their integration with Unreal Engine. Times keep on changing.https://forum.reallusion.com/uploads/images/9b76adaf-60a9-4db5-89ca-88b3.jpg
By TonyDPrime - 4 Years Ago
ingmarbuchner (2/17/2021)
Epic Games have confirmed that the MetaHuman creator service will be completely free to all Unreal Engine users. Zero subscription, just plain free. They replied to a question I posted on their youtube announcement video. I am very curious to see how Reallusion will respond to this and how this will affect the development of Character Creator and their integration with Unreal Engine. Times keep on changing.https://forum.reallusion.com/uploads/images/9b76adaf-60a9-4db5-89ca-88b3.jpg


Unfortunately, this never negates that there will be a subscription or cost.  It only states "Free for Use".   It still remains a 'hope' and not a definitive confirmation.
Notice they never say "Meta Human will be free", or "There is no subscription cost", etc.
"Free for use" does not mean that the app itself will be free, in an unlimited fashion, in an ongoing basis. 

Remember - CC3 characters are "Free for Use" in UE4, but you still had to buy CC in the first place to get the characters into UE.
CC3 is not Unreal Engine, just as Meta Human Creator is not Unreal Engine.
  
By ingmarbuchner - 4 Years Ago
uhm no... they clearly stated that "MetaHuman CREATOR" will be free for use with Unreal Engine. they are following the exact same policy as with Quixel Megascans. There will be zero costs associated, none at all, as long as you are using Unreal Engine for your final games/renders. They are not referring to the character models created within the creator tool, they are referring to the "CREATOR" tool itself.
By TonyDPrime - 4 Years Ago
ingmarbuchner (2/18/2021)
uhm no... they clearly stated that "MetaHuman CREATOR" will be free for use with Unreal Engine. they are following the exact same policy as with Quixel Megascans. There will be zero costs associated, none at all, as long as you are using Unreal Engine for your final games/renders. They are not referring to the character models created within the creator tool, they are referring to the "CREATOR" tool itself.


Let me ask you, is CC3 "free for use" with Unreal Engine?
By TonyDPrime - 4 Years Ago
I would also note that a Daz forum thread has referenced this thread as a source of the screenshot with the response from Epic.
So any potential reference later, made in this thread, to there being "confirmation in a Daz forum thread" is non-sequitur circular logic..
By ingmarbuchner - 4 Years Ago
No, CC3 is not "free" for use in Unreal Engine. You have to pay for CC3, and probably iClone as well if you wish to usenthe Unreal link plugin. so only, after youchave actually paid fornthose tools, only then, can you use your CC3 characters inside of Unreal Engine.

TLDR; By owning the software (CC3), only thren do you have the right to use CC3 characters inside of UE. Metahuman Creator does not require any software purchases for you to be able to use the characters inside of UE.
By Jaydead - 4 Years Ago
Exactly right. You have to open your wallet only if you plan to use the tool outside of UE4. Megascans (that you already mentioned) uses the exact same model. This will be a very competitive solution especially for UE4 users. I'm also certain that there's some very powerful animation tools in the works as well....
By oonabe - 4 Years Ago
In my opinion, or rather said, my hopes are that Reallusion put a little bit less effort on UE4 integration since UE has now an integrated tool for character creation and instead put more development time into characteristics like creating character hair inside CC, better export to other 3D software like Blender, Maya... the dynamic wrinkle system that was supposed to be there in 2020 but still isn't, creating customized facial expressions sets you can link to your characters (not everyone has the same smile or angry facial expression...)


The level of detail and customization in CC3 is really extensive and good and in my opinion those features are very welcome for users who want to make HQ animations in 3D software. MetaHuman looks very good but it doesn't have the deep level of customization to create really unique characters as CC3 has, at least not for now, but it already has dynamic wrinkle system and hair customization, which in my opinion are also a must for CC.
By ingmarbuchner - 4 Years Ago
I agree. I've been anticipating CC3's wrinkle system for too long now, but once it has released, CC3 will be high on the hill again.

I am a UE4 user and at first I was worried that my investment in Reallusion have been wasted with the upcoming Metahuman, but I'm not concerned at all anymore. I will be able to utilise both tools effectively. Metahuman will be amazing for quickly getting realistic human characters very quickly, but perhaps with some customization limitations. CC3, especially with its ZBrush integration will remain to be hugely capable for non human characters, Headshot auto characters, and 3D scan processing. CC3 will require much more work to get close to matching metahuman's animation... I am looking forward to seeing which tool will fill thei gaps the soonest.
By robahouston - 4 Years Ago
Nothing in short. CC3 just allows me to make a base that makes sculpting a lot faster by not requiring the early blocking out portion. Even that isn't the most time consuming. I would say that in all honesty that CC3 is really and expensive hobbyist or very inexpensive solution for small studios and nothing more. Headshot is a good move in the right direction, and meta human just means you won't have to work outside of Unreal (I believe) but until you can actually make something that doesn't require any fiddling then you're still going to need a character artist to actually make the thing you want and not an approximation. You're not replacing anything yet just bolstering your options.
By mdonogma - 4 Years Ago
Any update on roadmap. A plug-in to import metahuman , Edit then export back to unreal would be great.

Or a major uplift on skingen to give metahuman level skin quality.