ExPlus is almost useless to those of us working in game development if these ARKit blendshapes are stripped out of any character that's been converted to GameBase. I know the lack of polys will make the expressions less subtle but stripping them out completely is a huge mistake. We could really...More
I create a character in CC3 latest using headshot and ultimate SkinGen, then go to File->Export to FBX. I choose the Unity preset. My unity project has the latest CC3 importer plugin. The character is imported more or less fine. However - as you can see in the attached image - there are two...More
When the editor is off smooth state renders normal. If wireframe was added to smooth mode intentionally it's really hard to see the smoothness of the mesh. I prefer to look at the lighting on the mesh as as more of an accurate guide as to how smooth the surface is when sculpting and is easier...More
Game base generates UVs that are ok (in that the UVs shell distribution/scale makes a lot more sense than a basic instaLOD export without game base) but the actual texture that gets transferred is very low quality. I've attached a comparison using a 2048 texture along with the face baked out...More
The problem is that in VR apps we are needing to use ForwardRendering for performance, meaning important things like subsurface scattering and HDRi lighting aren't available to us. I know baking that stuff in as color info isn't the real thing but much better than not having it at all. Right...More
Something has changes for the worse in the latest release. 1. This is easy to replicate and this is only happening in CC. Render a face with "Optimize with Full Screen Render" and WITHOUT Super Sampling. The render would come out squeezed horizontally. AS oppose rendering with "Optimize with...More