I find it incredibly strange that I can't assign the Digital Human Shader to non-standard avatars This was touted as one of the main benefits of CC4 allowing non-standard avatars in the forums, but it was left out of the actual development Aside from non-standard avatars, we should be able...More
There's currently no easy way to remove the baked-in eyebrows from the default character skin material. This is a problem when adding custom eyebrows to a character, as it's necessary for the custom eyebrows to completely cover (hide) the baked-in brows. The only other option is to go in...More
There is a ton of potential with the Material Merge (UV) option for game dev. It can potentially save a lot of draw calls on a character. The problem is that there is no way to change what might need to be higher resolution. A good example is with hair. If I want to combine a beard, mustache...More
If Photoshop is selected as the default editor for textures, when editing a texture with Photoshop not started, it will ask for a license reactivation, as if it were used on a different PC. After inserting the correct Adobe id and password, Photoshop returned an error, as if it couldn't connect...More
Every time I try to Merge Materials on a Particular Character with custom Clothes meshes, the Program crashes on complete, no matter what settings I use, the restore project also cannot be loaded afterwards....More
I'd like an export option to export the game mesh with the head on its own material and the body on another. Currently the resolution on the face is not what I need it to be with the materials combined on export...More
I wish Reallusion would add support for UDIMs for other things also then Character meshes... I miss the ability to have Hirez textures onto several cloth objects :(...More
It would be nice to be able to bake the Digital Human Eye shaders, such as changing the color of the iris, to the base map like you can with skin and hair. Right now, a character can be created with edits done to the eyes in the shaders, but when it is exported (like as FBX format) the eye...More