Votes
0
Product:
Character Creator 3
Version:
3.22
Status:
Not Reproducible
Issue 6936
Request to join Character Creator beta to test displacement & maybe have content ready for the Marketplace on release
Hi I've got several types of characters that use displacement in different ways. Currently CC3 topology is not compatible with displacement - there are holes that are created while I paint in 3rd party programs. I know the issue looks like it might be resolved in your next gen character base CC3 Base+ but I'd like to test it and give feedback before you submit it to the market. I'm a power user I own iClone and CC3 pipeline, have found serious bugs in the past and have created shared workflows that prevent Iray, Indigo and Iclone from crashing or not being able to generate proper render files and lastly I'm a CCD member.

I've attached an image of example character that I'm working on, you've already seen my Grizzly bear this is a different character
OS: Windows 10
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Submitted byAscensi
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COMMENTS (15)
Ascensi
Hi Calvin, I dug up some research that should allow you to resolve all artifacts with subdivision surfaces if you change the topology slightly and unwrap the model with its curvature. 

This video explains with 100% clariety how to avoid artifacts with subdivision, but the UVs seams need to follow the same smooth topology.. no right angles (90 degrees) 
The part about the hand was shown at position 4:40  https://vimeo.com/2158706  but the entire video goes into detail about what causes the problems. 3DCoat baking tries to do its best with what a model has but because of the drastic corners from the UVs texture stretching results and the AO baking in 3DCoat catches the hard UVs which is good! because then you know what areas in your topology or UVs that need to be corrected to avoid textures stretching and other artifacts

This might offer more control to unwrap your models and avoid texture stretching  "Silo 3D Modeling Feature: LSCM UV Unwrapping" https://www.youtube.com/watch?v=CKFnDqR5BSo&feature=youtu.be   I think because there was no contour the  space  between the 90 degree turn of the UV and the straight line causes the texture in that area to warp/stretch into more of a "spiral" . It's as if someone put a dent in the mesh and in this case it's a dent in the UV.  Textures follow UVs and when there are abrupt changes the textures will show it.
Attachment:
  • TopologyUV Fix.png
Ascensi
Private Comment
Feedback Tracker Admin
Hi Ascensi,

Thanks for your feedback!
I'll pass your Beta request to our PM, you can wait for their contact.
Also, you've mentioned the holes issue with Displacement map, could you capture the screen video then reproduce the issue?
Thanks for your help!

Calvin
Reallusion.
Ascensi
Private Comment
Ascensi
This is a giant I'm working on. I can hide some areas of the holes but then this negates the ability to use displacement.
Attachment:
  • Giant.jpg
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