Hello,
1st topic for R16 PolyPen and retopology workflows:
Anything that can help clarify or improve the workflow of retopology after using the PolyPen tool. Specifically looking for how to bake Normal, AO, and color channels from a high-rez source model to the re-topo’d low-rez model made using the PolyPen tool, so that we can use high-rez bitmaps on the low-poly geometry. (sorta like the sculpt-bake process, but from purchased, or scanned dense meshes.)
2nd topic: C4D to Unity, Unity to C4D
Anything that helps improve the C4D to Unity workflows better and more predictably is welcome. Some areas to cover might be how, A.) Unity converts C4D files to FBX, or what to expect from an FBX you export from C4D. B.) Natively, FBX animation data into Unity is only bone-based rig or generic PSR transforms. Without a 3rd party unity-plugin, PLA data, pose morph, etc is lost. C.) Baking procedural materials into bitmaps or custom shaders for Unity’s current methods. (Unity 5.0 will now include to Physically based Shader model which might help - not sure) Light settings/Camera settings exchange.
3rd: 3rd party workflow integration
How to use Allegorithmic’s Substance Designer/Painter for material/texture creation. Mixamo for rig/mocap. Fuse for customizing bi-ped geometry (clothes, hair, accessories, etc) Bone rig setups that “might work” for FacePlus.
4th: Augmented Reality/Virtual Reality
Anything that promotes C4D as the tool of choice for content creators in AR/VR for Unity/Unreal developers.
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I know that’s an unusual laundry list for the typical Motion Graphic artist, but I figure it’s a topic that will become valuable this year and next based on recent announcements and new tech.
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I might be able to create/contribute to some of these tutorials, as I’m working out the problems now for my biz. (serious games/sim/education for tech/medical b2b)
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Cheers,
jamie (AKA The DiaperGenie)