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Importing and Fixing Marvelous Designer Clothes in Character Creator 3 

Unreal DevOP
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I will show you how to export from CC3, Import to MD, Export from MD, Import back into CC3, Transfer Skin weights, Set Clothing layers, Fix minor issues with the Cloth Weights, and hide the underlying mesh.
I left this out but if you need to save your clothes just go under 'Content' - 'Cloth' - 'Custom' and select the + icon at the bottom and this will save your clothes
0:00 Intro
0:12 Exporting from CC3
0:34 Importing to Marvelous Designer
1:52 Prepping for Export to CC3
3:47 Importing clothes int CC3
4:32 Transferring Skin Weights
4:45 Setting Clothing Layers
6:20 Checking Skin Weights
12:00 Hiding the Mesh parts
14:00 Final Notes

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31 июл 2024

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Комментарии : 15   
@AlessandraSouza-wu3df
@AlessandraSouza-wu3df 10 месяцев назад
This is the best solution ever for sorting clashes between whatever avatar and bespoke garments, many thanks for these tips!!!
@Albertojr931
@Albertojr931 2 года назад
Thank you John just what I needed!
@tranthaison9775
@tranthaison9775 2 года назад
I been searching this for awhile. Thanks for posting this video
@unrealdevop
@unrealdevop 2 года назад
Glad I could help man.
@mostafar8514
@mostafar8514 2 года назад
again another great tutorial
@unrealdevop
@unrealdevop 2 года назад
3:04 You may only be able to create separate materials by actually assigning a different fabric to those piece. I believe they may still need to be in separate UV channels though
@ousmanediallo6994
@ousmanediallo6994 4 месяца назад
9:50 Is the best part of it all 😂
@ousmanediallo6994
@ousmanediallo6994 4 месяца назад
"Damn it" 😄
@unrealdevop
@unrealdevop 4 месяца назад
I mean it's true though. You do realize that it's common practice to do this in AAA Studio's right? Having geometry that will never be seen makes no sense and if they do make it so that the clothes can be swapped out they still do this except they make the pieces modular and separate them from the rest of the skeleton like they do with the MetaHuman characters. So it's 100% accurate and common practice in any game studio. At the time I made this I was still pretty new on the scene so I didn't realize that it was actually common practice it was just something that made sense to me at the time.
@unrealdevop
@unrealdevop 4 месяца назад
In fact I would go so far as to say that if you were doing a job interview for a studio and you didn't remove the geometry underneath they would probably laugh you right out of the room because it would be obvious you really didn't know what you were doing.
@littleeiffel4246
@littleeiffel4246 Год назад
Hey John thanks for this video. One thing I'm not clear about is the acceptable number of poly or tris for wearables in CC. According to Reallusion CC Developer Guide, max poly count for a jacket for example is 5000 quads. The guide seems to be from a few years ago, but RL team says the specs are applicable to CC4. As I watch your tutorial, it seems to me your shirt polycount probably exceeded the specified limit, but what do I know...just want to check in with you if polycount is even a consideration for making wearables for CC. In my case, I want to retopo MD mesh and then do a highpoly sculpt and bake some maps for it. Thanks my friend, see you in discord
@unrealdevop
@unrealdevop Год назад
Yeah, so I may have gone a bit overboard there I don't remember but ideally you want your characters total poly count to be less than 100k triangles, the max I would push it would be 150k. Just turning off tessellation for your chars will help significantly. So, when your making stuff it won't hurt to make it higher poly then you need and then just bake it down, the CC tool for reduction has that built in and it's pretty good at it actually. Although it's a kind of projection method and has some cons such as buttons being projected onto the shirt behind them. I have tried baking clothes in Substance and Maya and failed at both when trying to do this for a simple blacksmith apron I made. The CC method though left 2 small black spots on it so I cheated and baked the normal and AO in substance for the High Poly and then loaded in the Low poly and rather than baking those two I used the ones baked for the High Poly. Also, I should add that this is for your main chars, the NPCs populating the world should be significantly lower on average depending on how many you plan on having.
@littleeiffel4246
@littleeiffel4246 Год назад
@@unrealdevop Thanks for the rule of thumb of 100k -150k Tris, it's very handy. Also thanks for the good advice. i will play with the reduction tool to see how it performs. Take care my man.
@unrealdevop
@unrealdevop Год назад
@@littleeiffel4246 Yeah you too, you may find that for your specific needs these will vary. For your Cinematics it doesn't really matter how detailed things are as long as you can still properly Weight Paint things.
@unrealdevop
@unrealdevop 2 года назад
Fernando Frame, not sure if you deleted your comment or RU-vid...Their really bad about that if you use specific words one of the other. Anyway for anyone needing more advice on Fixing up clothes, I've been putting off making a video on this off but I may do it anyways because it seems to be fairly effective if done right so I'll be making a video on getting clothes that your having trouble with working right.
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