UE5 optimized auto-export (still experimental)
This short video demonstrates how easy is to drop the static asset from 3DCoat Sculpt to UE5:
UE5 optimized auto-export (still experimental)
This short video demonstrates how easy is to drop the static asset from 3DCoat Sculpt to UE5:
I mean, that’s the normal USD import process, what’s exactly unique when using 3DCoat?
It would be impressive if it was a bridge
COOL
It seems you did not really understand what’s unique and powerful about this, and it’s not your fault, as 3D coat does a pretty poor job of explaining it’s own power. The Community Managers are simply incapable of communicating and advertising properly.
The power here lies within the fact that you can completely PBR paint/texture your high poly sculpt, and then, export your Asset completely auto decimated, auto uv mapped and baked down to expected Channel Packed Textures into Unreal (Or any engine really) with a single click of a button. It is not about the USD format, it is about bypassing the whole pipeline for Static Assets/Props, which especially for Nanite, is a hugely empowering, time saving workflow. If a user needs a per pixel fine texture control afterwards, they can still do that.
However, needs to be said that this workflow is not friendly for anything that needs a specific/dedicated UV layout on Environment Assets, like working with Tiling Materials or Trims. But as with Nanite Geometry becoming king anyways, and geo becoming cheaper and cheaper to render in any real time application, I think Tiling Meshes and Real Geo Trims will become or already are much more predominantly used on higher end platforms, and this workflow is hugely empowering for that, too.
And I can report that it does a solid job as well, giving you control over Material Count, Tex Res and Triangle Count. It is a tad dirty, but it it is very efficient when just creating content is the goal v.s. spending half the time of a project on technicalities no player is ever gonna notice. For Concept Art Meshes directly targeting Game Engines, it is essentially a no brainer (and that worklfow can quite start to fuse due to nanite nowadays anyways).
Moral of the story: you can not do anything like this using Zbrush or Blender. It is very “hands on”, as many things in 3D Coat, and exceptionally powerful for iteration during asset creation to check your in game mesh directly in engine for scale, shapes, coloring/PBR values etc. from the very beginning, without having to wait until later in the pipeline for it.