1077 issues found

0

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When exporting a character and merging the texture maps, it'd nice to have some way of prioritizing the textures. The face should have higher priority than shoes etc, to make the best use of the pixel space....More
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Submitted by Attensi AS Feb 3, 2020

0

Votes
Closed
Good day, the software does not work well for me, the rotate, move, etc commands do not work ... then a message appears that appears in the attached photo. I thank you for your help to correct it....More
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Bug
Submitted by plastiman16 Apr 19, 2020

0

Votes
Not Reproducible
Steps to reproduce :
1. Open CC3 v.3.44
2. Don't modify the default character...More
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Submitted by andr3.hilary Feb 22, 2022

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When working on assets in CC3 it would be great to be able to update the UV's while working towards the finished product. I had hoped you could use the Zbrush bridge for this but I has no option for for UV update....More

5

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There really should be a plug in that allows users to export morphs to game engines. Even if it is a direct pipeline that can only be used to send morphs to say UE4 or Unity. I understand they need to prevent people from recreating their product. Morphs are their bread and butter, but as an...More
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Submitted by amazinde Mar 28, 2021

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I converted a CC3+ character to Game Base and a lot of body poly is hidden since he is wearing cloth. But the texture for the skins also covers the complete legs and arms and these basically get deleted. Is it possible to generate UV maps that only cover the poly that exist to get more texel...More
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Submitted by bunny_tsukino86 Sep 8, 2020

0

Votes
Closed
It crashes right after opening. The installation icon appears for two seconds and then disappears....More
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Submitted by FiresideFilms Dec 25, 2020

2

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Active
Until you implemented full control over material merging in the export pipeline can you please hard code some more logical settings for instaLOD, using UV coverage, texture size or just prioritize body and face textures over tongue and teeth etc. to get a more logical texel density distribution...More
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Submitted by anders_187857 Aug 26, 2020

4

Votes
Active
I think it would be awesome to be able to increase the default polycount for the character.
For example, when I import characters in UE4, the close-up body seems a bit blocky due to the lack of polygons, although they look great in CC3 due to the subdivision function, but the exported characters...More
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Submitted by vadim+2 Feb 25, 2021

0

Votes
Not a Bug
The routine for creating Morphs Sliders from Blender was robust for years now.
With latest CC release it no longer works (I suspect it would fail with any external 3D app workflow).
Please see: https://forum.reallusion.com/453984/Morph-Sliders-CANNOT-be-Created-Anymore...More
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Submitted by 4u2ges Aug 8, 2020