I tried taking the CC3 into blender adding subdivision and then importing back to unity. I really never saw any big visual difference or benefit in it. Maybe adding subd to certain features like head might be ok though
I didn't use ue4 espacially because of that. I rather manually set up everything in other 3D software and have a smooth mesh than this, please reallusion do something about this!
Yes, I agree Reallusion needs to address this issue ASAP. I was WRONG when I said that using Tessellation Triangles in UE solves the smoothing problem. IT DOES NOT. Reallusion has a tutorial that claims that using Tessellation Triangles in Unreal Engine solves the smoothing problem, but they (conveniently) forgot to mention that it only smooths the character if the character is not animated. When the character is animated, dark triangular artifacts appear at the stress intersections. Without smoothing, these characters are unusable in Unreal Engine for professional quality work. I am actually quite angry that Reallusion has such a misleading tutorial.
I'd love a solution to this too please. Trying to use these characters in Unreal for high-quality previs. Using PN Triangles causes tearing issues on the mesh that Google can't tell me how to fix so far. It seems like the devs have come across similar issues because they have painted maps to turn off tessellation in regions where Material Instances border one another, but this fix breaks down in some areas. A far more robust solution would be to fix the issue by exporting an already subdivided mesh for CC3. Please.
Pshtif you can smooth your characters out in Unreal Engine using "PN Triangles" tessellation. I find this solution does work. However, I agree with your frustration that Reallusion should have this smoothing incorporated into the pipeline so that everything is 100% consistent in appearance, or at the very least make it easy to find the PN Triangles solution without the need to search through endless forum topics.