All my characters that use a bump map VS a normal map end up having this issue when I attempt to convert to a CC3+ character. Please see this thread https://forum.reallusion.com/452225/Normal-map-issues-after-converting-to-CC3-...More
At different distances between the character and camera, the texture gets messed up. Don't know if its the mipmaps or the Shader. Happens when loading the default scene, some times reloading the same scene clears the issues up or changing the viewport texture size in preference(though changing...More
hi just wondered if it is possible to get a normal map for the tile generator and a tiling slider for the decal tools, and are the link controls limited to the tool used or can they link tools? thanks, cool plugin...More
Hi love the new CC3 update, but when you goz, the legs are straight and not in an A Pose? please can you make it so the legs A Pose as well? Thanks...More
I never used to have this problem, but lately, when I try to import my characters from daz3d, CC3 loads a previous character that I had imported, with the clothes, and then overlays the new character clothes on top, and the tongue sticks out of chin. I cannot seem to figure out the issue....More
Why is my exported character not looking the same in Ue4 as in CC3 ? I used the maximum resolution in export settings and the UE4 import plugin Your software is advertised to do this without the need for any other plugins ,so please explain why it is not working as advertised...More
When exporting an FBX with .imotion animations using CC3, the resulting FBX animations contain what I presume is the 'normal' iClone blink, interpolated on top of the specified animations. The used .imotion animations also have a 'manual' blink animated in, resulting in too much blinking! I...More
'Merge Material' is a very useful feature. However, I would like to be able to randomly deploy UVs. Or, I'd like to have a random ratio of UV size for each mesh. When using the 'Merge Material' function, the eye area is too large, while the hands and face are too small. The reason for this...More