![]() Its not good to leave misinformation up its misleading I was simply answering the questions in the thread. Here is the video tutorial (in German) for Hexagon that inspired this thread. Um.that is not quite correct Edit (on correct post) Oh, the images have been reduced in size and cant read the text image1 on left :- Using this CC Character on right :- I want to remove the butt crack so I can texture the skin for tight fitting clothing (eg Super hero outfits) There is no morph for that image 2 on left :- So I exported her to 3D exchange and exported the body mesh as OBJ and removed the crack in Hexagon and exported modified mesh as OBJ Replace the body in 3DXchange with the modified OBJ and saved as an iClone character on right :- loaded her intro I clone and noticed Edit In Character Creator was active so I clicked it image 3 on left :- Now I have a CC character with no butt crack that is saved as a project and is reloadable in CC on Right :- And all the morphs in CC are still useable on her without loosing my modified butt So everyone who has being saying that once you modify a CC character in 3DXchange that character cannot be used in CC anymore. The knowledge and technique resources provided by our friends can help you and me learn how to increase quality and have even more fun with iClone, CC, and more. This thread is to provide a place to come and learn about 3D Coat (like Zbrush but cheaper) and Hexagon (affordable modeling software from the makers of DAZ3D). We have some really cool technique instructors here in the Reallusion forum community. Everything works and then you can send him back to the CC via iclone and morph him some more in there and put clothes on him and the conform works so its a very versatile and open system It all works just a few bugs if you check the thread is something isn't working in the iclone and 3dexchange thread you can sometimes find a solution You can sculpt him and cut him up to his respective materials and rebake maps. That's AWESOME that you were able to take the body mesh into Hexagon, make the change to the form, and bring it back into Character Creator modified as a new template!! Yea, I gave up on Blender a couple of months ago. I like manual retopo too, because you have control about the topology, but for such whisked objects as shown in the example, is auto OK, I think. I dont like the autoretopo tool I tend to do manualy retopoogy I absolutely agree. Not a Tutorial but Here is the speed demo I talked about you're providing valuable info, but maybe we should start a new blender tutorial thread? thanks I feel like you guys have hijacked this thread for blender. ![]() Edit oops wrong postīlender works you just need to know the object settings which is not the default set for these avatars in case this is not large enough screenshot of the object export panel only have check marks in the following boxes and make sure to match your export on 3dxechange with the axis set up on the object which works with Y axis up - keep vertex order - write materials - include uvs - selection only uncheck the rest of the boxes and the keep vertex order is not a default choice so make sure that is checked in Anyway I saw on another thread a request for a tutorial on manually re-topologising in 3DCoat and I found this one easy to follow actually I thought a all of this guys 3DCoat tutorials were really good. I have hexagon which I haven't used much and 3DCoat as well which I have used for UV mapping some dresses I made for G5 Gwynn in Shetchup when I was learning about physics cloth when iClone 6 was released. Thank you vidi Thank you for the Retopo reference. Cool! I've seen a Hexagon tutorial by vidi, and I followed it easily even though it was in German. That video was a silent speed demo to show the fun to be had with 3D Coat. ) I'm trying to translate.ĭon't worry about the German.
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