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Manually optimising a CC4 character from 41k down to 7k with atlased textures, using Blender. Target is a Unity VR project. Mesh Combining CC4 Cloth items: https://forum.reallusion.com/FindPost... SimpleBake: https://blendermarket.com/products/si... CAT: https://github.com/absolute-quantum/c... Soupday Exporters/Importers: CC4 plug-in: https://github.com/soupday/CC4-Blende... Blender Add-On: https://github.com/soupday/cc_blender... Unity URP Importer: https://github.com/soupday/cc_unity_t... (https://forum.reallusion.com/488356/U...) Initial set-up - 00:00:00 Convert to ActorBuild and further reduce bones - 00:02:35 Hide body geometry - 00:06:16 Export to blender - 00:08:47 Tidy import and preparation - 00:11:49 Atlasing body - 00:15:52 SimpleBake preset - 00:24:28 Fixing diffuse and normal maps in Photoshop - 00:36:08 Atlasing the hair and eyelashes - 00:40:14 Fixing hair maps - 00:44:38 Fixing hair mesh - 00:48:41 Recap on initial 15k optimised character - 00:53:31 Getting ready for 7k 00:57:04 Using CATS for decimation - 00:58:14 Post decimation - 01:00:43:19 Final mesh fixes - 01:01:02 Deleting unwanted blendshapes (shape keys) - 01:02:52 In Unity - 01:06:53 Soupday URP importer - 01:08:08 Fixing the materials - 01:09:08 Conclusion and wrap-up - 01:12:35 Process: Open 40k version (full CC3+) Optimise using ActorBuild preset (hair as part of body) Optimise again using preset based on LOD1 (to reduce bone count) Body: Hide polys (no need to fix hair) Blender export Cntrl J: join Uniform + Shoes Cntrl J: join Body, eyes, teeth, tongue -- edit: clean up: delete loose -- UVMaps: Add 'SimpleBake' Materials: select EyeLashes and 'P' unparent selection Exit Edit, rename to EyeLashes -- delete all but eyelash materials -- on Body, delete eyelash and Legs materials Edit UV on CC Game Body (Scale + position UV islands) Arm: 0 Body: 0 Head: 0.75 Nails: 0.25 Tongue (on head: 0.5) on own 0.125 Teeth: 0.25 Eyes: 0.35 then tweak manually to fit Save blend file on SimpleBake load CCBody MtlPack presetNB. disable hair + lashes (to not affect AO bake) both visibility and in render mnove result object into Collection + delete old unhide hair / lashes- Select both Hair and eye Lashes go into Editor and add 'SimpleBake' UV maps- resize islands don't move or scale hair (just for my set-up) eyelashes: 0.5 exit edit + load CC HairLashes Atlas preset Bake then move copies into Collection + delete originals may need texture touch ups (add original hair diffuse and opacity) Save as hiQ master delete EyeLashes -- select Hair -- Object : Parent: Clear & Keep Transforms (to bring out of Armature hierarchy) now use CATS to decimate to 7k (which keeps blendshapes intact) use Sculpt mode to fix hair -- then reparent to character Save as 7k_all-blendshapes. delete blendshapes as required (remember hair too) Export using soupday's Blender exporter (To unity) in Unity import using URP Importer -- Humanoid, High quality Materials but simple eyes and 1 pass hair Change body and hair materials to Simple Lit Change Uniform material to single shared material