So… in my haste, I misunderstood the HD morph package. I thought it was a free update, which it was not and I blew my birthday coupon on just CC5 and didn’t pick up any of the anatomy morphs. I was hoping to get the HD morphs to make sculpting faster in ZBrush, but that’s not going to happen now. So my question is can we do body sculpts, like male abs and save them as HD morphs ourselves? For example, if I give the CC5 neutral some rock hard abs, can I just save those out for my own use later on another model and it not also pull the other parts with it?
Check this in our tutorial section:
I’m not really following you. I don’t see anything in the tuts that points me to what I’m looking for. I’ll do some test sculpts this weekend and figure it out. Thanks.
Yea REALLUSION definitely misled me. I thought since I bought the CC5 early the HD morphs etc was FREE and included. but It say its $79. Man roll out has been pretty bad and now there’s a lot of glitches. I can’t even create a headshot face without it glitching.
I’m sorry you feel that way. I’m sure you can get a refund since launch was only 2 days ago.
I thought all the plugins and what not got upgrades, with the explicit exception of Headshot, which they stated Headshot 1 was deprecated and Headshot 2 was a “free upgrade.” The only thing I got an update for was Skin Gen and it doesn’t support 8k like it was implied. Bad business model. I doubt I’ll buy the HD morphs and the HD anatomy set now. If I can speed sculpt zbrush morphs for specific areas and import them, I’ll just do that. I only use CC to design base models and then to add asymmetry tweaks after the final sculpt. Saves me money in the long run.
Kek. This your first upgrade? 4 was the same way. I didn’t actually upgrade to 4 until last year and that was only for the creature comforts they added for Zbrush, as well as the integration of the template/custom files, not to mention I got it 50% off. I don’t use iClone for anything except animating, but if they don’t polish the release, I’ll probably skip 9 and start animating directly in UE.
You can I have been doing it through actormixer Pro toolbar creating a custom body and it gives you a list of this to add.
I bought the CC5 HD Morph Package and for certain things it is very time saving, the athletic and muscle details are so much better for the arm and muscle details. I have a lot of characters that I could not create in Zbrush struggled with creating all the muscle points. However the non athletic morphs plump to heavy it looks a bit square and still needs to be tweaked in Zbrush. This is Male heavy full body turned up to 100.
For a bigger character that is a very defined clavicle and shoulder / neck muscles. You would still have to use Zbrush to smooth out all those dips.
The same for the that line going all the way down the middle. From the neck down the chest through to the waist that is something that would not be seen.
The athletic and Bodybuilder morphs I am really happy with and I will be going back through my previous characters applying a lot of this as it looks very good.
I know what you’re asking and the answer is yes, as long as you only sculpt one addition at a time.
The morphs can be thought of “changes from the baseline”, so if you take the neutral and sculpt abs on it, but don’t change anything else, and then save that as a morph, applying that morph will only move the affected verts (the ones that changed from the baseline), but it wouldn’t affect any areas where no changes were made. So it wouldn’t, for example, try to revert the character’s face back to the neutral face because the changes from the baseline for those verts when you made the morph was 0.
This was the same workflow for creating morphs in CC4, so there might be some more caveats for doing the specific HD morphs, but I can’t see why that would be the case. Let me know!
Not exactly what I was looking for, @mstaylor, but I appreciate the help. @ender570 hit the nail on the head for exactly what I was looking for.
THIS is what I was looking for. Thank you, Ender. I got CC4 a year ago, but with the exception of exporting to ZBrush using any pose, I’m still sculpting like I did in CC3: Create a base model in CC, sculpt the model to my hearts content, exporting it back to CC4 for asymmetry and then back to ZBrush to match up the HD sculpt. Not having the HD morphs for CC5 isn’t going to be that big of an issue for me, as I can speed sculpt sections at a time and just save those in CC5 to reuse. I appreciate the post. Now I understand why I was having so many issues with ear sculpts. I’d end up loving a pair of ears I sculpted on a model, but could never figure out why I couldn’t just save the ears and always ended up with the entire face. Now it makes sense. I’m so used to having to make each character model one by one, starting with a box model in Maya, that I didn’t think about this being a character creator and just sculpting specific things on the neutral model to save out as morphs. Appreciate the help! o7