![]() Turning this down or off is required for these characters at least. This may work for subtle eye movements where the eye doesn’t move much as it creates a nice shading effect, but with larger eye movements the forced shadow becomes obviously off. ![]() For some reason the occlusion map on the eye comes in at 100%, causing the area around the eyeball to be darkened to the point it turns black. ![]() First, a quick texture fix needed for these stylized models. ![]() It also sets up all the materials for proper URP readability.įrom there, cleanup on the models is fairly simple. Unlike that system, this one easily supports multiple character imports, organizing them into a list for easy switching and applying the construction process. This new solution also comes with some unique aspects and options that we’ll be looking into in the future, but for now the main factors is the automatic Prefab setup that is similar to the old system. Luckily, the solution is set up in a convenient Git Package which we have become well versed in integrating to our projects. Instead, they released the plugin source code and some other members of the Reallusion forum took it upon themselves to develop a solution for the various Unity pipelines, including the Universal Render Pipeline we at CIE are focusing on. It seems over the last couple years Reallusion themselves dropped their personal pipeline support for newer versions of Unity. Turns out we don’t have to include the T-Pose every time now as that seems to be set up properly regardless. Overall a lot of the settings are the same: Clothed FBX export “To Unity 3D”, with or without LoD based on use case. What starts to change up is in our export. We are using some new bases and outfits, but overall the creation process is the same, including clothing reduction and game-ready base model within CC3 once finished building the character up. First one I’ll be discussing here is our updated pipeline utilizing Character Creator 3 and modern URP Unity.Ĭreation aspects within CC3 haven’t changed too much since my post back in 2020 on the subject. We’ve started work on a variety of other projects requiring a few new approaches to aspects.
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