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Repurposing Renderosity Content for iClone and Unreal Engine Pub

Mar 14, 2023 at 02:00 pm by warlord720


With the arrival of animation tools like Reallusion’s iClone and Unreal Engine, Renderosity content is more value-added than ever. While it’s true that many longtime digital artists have an extensive collection of 3D assets some users tend to curtail the use of certain assets as they age. This can be due to a number of factors including texturing which ranks right at the top.

Thanks to the wide variety and varied skills of Renderosity vendors, its catalog of older assets still continues to be functional in modern digital art tools. While vendors do retire assets, the assets that remain in the Renderosity product catalog are viable solutions to Set and Character creation enhanced by the continued release of more modern 3D assets from the Marketplace.

Renderosity assets and particularly Poser assets have long had a tradition of having multiple material choices for many of their models. These material choices can allow for a variety of styles or “looks” that can be made to pop in the newer environments of Physically Based Rendering (PBR), the more modern ray tracing, and even the more traditional materials and shaders. While it may take a little tweaking to get some older assets to the cinematic level, a lot of Renderosity assets work as is.

 
classic from Cybertenko – “Rocketship” in the Unreal Editor Via iClone

One reason is that it is so much easier to import assets in today’s 3D applications and the alliance between Reallusion and Epic has led to some fantastic plug-ins like the free LiveLink and the ability to record from the iClone timeline inside of Unreal Engine using timecodes to keep the capture action in sync between the two applications.

For several versions, DAZ Studio has had an excellent FBX exporter that allows almost any Renderosity content to be brought into iClone and via LiveLink transferred effortlessly to Unreal Engine with the animation intact. This has greatly simplified Unreal Engine for indie filmmakers, freelance digital artists, and studios. Even getting the initial content exports into iClone is as simple as drag and drop.

It used to be that you had to learn to at least script on a cut-and-paste basis along with other technical aspects of the game engine that weren’t always necessary for storytelling. Now all that energy wasted on the technical aspects is available for creative purposes. iClone takes care of the heavy lifting of animation by making it available to the public while LiveLink ships it over to Unreal Engine to get the beautiful render that custom- and well-made shaders can produce making Renderosity content look even more dazzling. 

While Unreal Engine is powerful it can also be a bit intimidating and bewildering even for the seasoned 3D artist or storyteller. It is much easier to build scenes and animate inside iClone for a wide variety of users and artists and then let LiveLink get all the work over into Unreal for rendering and, in most cases, more tweaking and polishing.

 
Delta Station in iClone and Unreal Engine via the free LiveLink plug-in

Let's face facts… a lot of digital art and filmmaking is about eye candy to get noticed in this extremely busy modern world. Renderosity content is a step in that direction.

Oh… and did I mention being very budget-friendly? We can’t forget that. Doesn’t matter if it’s a hobby or commercial production being budget-friendly has always been welcomed and Renderosity assets are very budget-friendly. There are too many bright and shiny digital objects clamoring for our attention and pocketbooks so using digital assets that get you noticed, in many cases for less than $10 US is a no-brainer. Being able to dig way back into your Renderosity 3D assets inventory means stretching those dollars even further. 

 
The Delta Station in iClone and Unreal Engine via the free LiveLink plug-in

Another reason for the ability to use more Renderosity content in iClone and Unreal Engine is the latter’s ability to use higher polycount assets. Both applications were basically low poly at one time with early versions of iClone being extremely picky about polycounts. Now both applications can gobble a lot more polys and move along well enough to produce quality work. With polycount no longer a major hurdle movie sets can hold more well-made props that render out nicely with modern shaders in Unreal Engine.

When you consider all the positives about using Renderosity digital assets (budget-friendly, long lifespan, ease of use, quality workmanship to name a few) you can see how it can be an easy decision to make. The kind of decision that puts more emphasis on creativity and less tedious work on the technical nature of digital art and animation. 

Renderosity Marketplace is home to vendors that make your life easier in the production of digital art be it still renders, video, or the next big blockbuster. Renderosity content can also make you look good or even better than good which is always a plus.

M.D. McCallum, aka WarLord, is an international award-winning commercial graphics artist, 3D animator, published author, project director, and webmaster with a freelance career that spans over 20 years.  Now retired, M.D. is currently working part-time on writing and select character development projects. You can learn more about MD on his website

Marketplace products used in this article:

Delta station by vbarreto
RocketShip by Cybertenko
Sections: Industry News

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