Thursday, 11 February 2016

Comparing Adobe Fuse to Autodesk Character Creator


I wanted to compare the two methods of acquiring my 3D characters. I generated two of my characters, one using Autodesk character generator and the other using Adobe Fuse to see the advantages and disadvantages of both methods.

The first Thing straight off the bat was that the Autodesk characters were created as one mesh, the texture map contains every aspect of the character



This would become a problem as the lighting that I will be placing will not have any effect on the clothing which would usually cause shadows on the character, but also it made the whole character look very flat and 'sims' like which was a big disappointment. I realised that the Autodesk character generator maybe had a demographic that was more inclined to games rather than cinematic animation due to the optimization of the textures and models allowing them to run smoothly in a game engine.



The Adobe Fuse character was quite different! I pulled the character apart and noticed it was assembled like an action man. Solid pieces of plastic that are popped together. But to my delight the clothing items were separate geometry to a high standard! But the only issue was that the rig was no where near as good as the Autodesk rig, with little controls to the character. This got me thinking. I shall explore a way of moving the clothing from an Adobe Fuse character and wrapping it onto the Autodesk model. This would allow me to have the rigs that I am comfortable with along with the clothing that makes the characters pop out instead of looking flat and dull.

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