Iclone toon shader8/31/2023 ![]() ![]() But at least you can export from iclone and port it to other tools. The Iclone toon shader is more like a weird blanket compositing filter for the scene, than something you can control per character. Everything is pretty much a phong shader. You have very little control over materials for instance. What you trade off for simplicity, you lose in modularity. ![]() Stuff like that rarely happens with iclone. I cannot tell you how how many goddamn times Maya will crash on you just to tweak a mesh with a sculpting tool. Not only that, but Reallusion products are WAY more stable than autodesk. ![]() The same UVs, the same rig, the same animations, the same morphs- it's all modular and sustainable like a world where everything is recyclable with few landfills. It's quite genius, I think, that you have ONE topology to base all your characters off of so it's easy to fix EVERYTHING down the road. The entire reallusion pipeline is figured out. It's too much work and experimentation for one person. Not only do you have to build these assets from scratch, but you need to engineer your own production pipeline so it all works sustainably and with modularity. Every single polygon and keyframe must be accounted for. Traditional 3d softwares like Blender, Maya, and 3dsMax are so GRANULAR. Coming from a longtime Maya user, I find iclone to be a breath of fresh air, and the next step for those lone wolf types who want to do everything themselves. ![]()
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