Content Dev:CC Asset Primer
Developers are free to use whatever 3D tools they are comfortable with in conjunction with Character Creator and iClone. 3D solutions are indeed many, however for the best results, we do suggest using software that is compatible with the set of tools that Reallusion uses in-house.
Software Requirements
Software | Vendor | Version | Usage | Coord |
---|---|---|---|---|
Character Creator | Reallusion | 2.0 | Creating and saving CC cloth. | Y+ |
iClone | Reallusion | 7.0 | Settings for soft-cloth. | Y+ |
Zbrush | Reallusion | 4R7 P1 | High poly sculpting and detailing. | |
Maya | Autodesk | 2014 | Skin binding and export. | Y+ |
3DS Max | Autodesk | 2013 | Skin binding and export. | Y- |
3D-Coat | Pilgway | 4.7 | Texture creation. | |
Substance Painter | Allegorithmic | 2.0 | Baking mesh data, texture and Substance Material creation. | Y- |
Substance Designer | Allegorithmic | 5.5.2 | Baking mesh data and texture creation. | Y- |
xNormal | Open Source | Unlimited | Baking mesh data. |
Working Environment
When working with Reallusion 3D software (iClone and CC) be aware of the following:
Graphics API
Reallusion 3D product lines are OpenGL, this means that orientation are set to (X+Y+Z+).
This will affect your 3D tools in the following ways:
- Baking directional mesh data maps such as normals and worldspace normals.
- Bone orientation upon import and export.
Unit System
Reallusion 3D product lines are unitized in the metric system, this means that centimeters should be used as a unit of measure.
This will affect your 3D tools in the following ways:
- The starting settings of your work environment.
- Universal size of the assets upon import and export.
FBX Version
Reallusion 3D product lines uses FBX SDK version 2012.1, therefore newer versions of FBX are not completely compatible.
This will affect your 3D tools in the following ways:
- The export settings when using the FBX format.
Polycount Restrictions
iClone works best at medium level poly count. This means keeping poly count within reason for decent animation frame-rate while high enough for pre-viz rendering.
Asset Type | Max Polycount (Quads) | Soft Cloth |
---|---|---|
Shirt | 3,000 | ✖ |
Jacket | 3,000 | ✖ |
Short Coat | 4,000 | ✔ |
Long Coat | 5,000 | ✔ |
Dress | 5,000 | ✔ |
Pants | 3,000 | ✖ |
Shorts | 1,000 | ✔ |
Long Skirt | 2,000 | ✔ |
Short Skirt | 1,000 | ✔ |
Bra | 1,500 | ✖ |
Underwear | 500 | ✖ |
Boxer Shorts | 800 | ✖ |
Gloves x2 | 2,000 | ✖ |
Socks x2 | 2,000 | ✖ |
Shoes x2 | 1,500 | ✖ |
Accessories | 2,000 | ✖ |
- ⚠ Above table takes into account long-sleeve clothing only. For short-sleeve clothing minus 500 from the target polycount.