Hi everyone, For those who might be having issues importing DAZ Genesis 8.1 into CC3, I compiled a fix to this issue attached in pdf and image file. Best regards,...More
I'm creating a number of characters with CC and for the next one I wanted to create a black male with facial hair. With Substance missing from CC3 characters at the moment, that becomes very difficult since we have no good way of changing skin tone. That seems like it should be an essential...More
Headshot must retire the outdated 1k (horrible results) and 4k textures and replace, or provide the user with the option to choose, 8k textures! The purpose of software is to make life easy. Currently, headshot has too many options that must be tweaked to get the face looking similar to the...More
I wish there was a export setting to separate the head and body meshes. I believe this would be more efficient in game engines that utilize blendshapes/morphs. Though you'd have two skinned meshes instead of one, only the head would have blendshapes since the body's verts aren't affected...More
This is most easily seen with muscular characters. I'm using the CC3 athletic male, exported to Unity using your auto setup plugin. (The export is not the problem, as this problem also occurs with the character Reallusion offers on Unity's Asset store. It's less noticeable with that character...More
As of now, there's no way to change, add, or delete facial blend shapes of characters. We've created a basic set of characters in CC3 we want to be able to adjust the facial morph targets to fit the character(s) better, but the only option for this as of now would be to take the character...More
Hello RL, this is not specifically a problem of CC3 but rather a problem of the pipeline CC3 to iClone. When a CC3 character is reduced in poli-count (CC3 Pipeline new feature) and exported in FBX format, 3DX is not able to read and recognize it is a human character: it is requested to manually...More
Hi Devs, even though I like the direction of the SkinGen Premium but overall I'm not happy with my purchase.. it could be way better than it is using displacement. I know from experience in order to create the bumpy look with normal maps that you need to have a hi & low poly version of the...More
---------------------------------------------------- Graphic engine used: Unreal engine 4 Character creator 3 pipeline: character set up ready to play with simplified bones all by default...More
About 30% of the Daz females (and some small percentage of the Daz guys) have very wide open eyes that will not work properly when brought in via Transformer. We need the ability to be able to edit the amount of default eye closure so they can blink. There doesn't appear to be any way to...More