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You'll fall in love with a hair asset and then realize it's got 400,000 quads in it. you can often compensate by turning off slices of the body.
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When you start reducing the poly count of hair and clothes, the perfect fit they had to the underlying body starts to break down and you get a lot of pieces popping through. So, plan to spend most or all of your decimating time on those details. Daz clothing and hair, on the other hand, is often very inefficiently modeled - since the typical Daz user doesn't seem to mind spending hours per frame on a still render. That's not what we'd call 'optimized' for a game, but most hardware can handle a handful of those at a time. To start with - the Genesis 3 body is down around 30k polygons.
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It's perfectly workable, but it's not easy.
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I've done some work with Daz to Unity lately. If you dont already own Daz content you can also purchase assets ready made for use in CC3 as well, which makes the workflow even easier.
Import daz models into license#
One thing to be aware of is you need to ensure you have the Export license for Daz content you intend to include in a game, because as I understand it, the cheaper of the two licenses doesn't allow you to do this and is for renders only. But as I say I've only just scratched the surface with it so far, but I do recommend it from what I've learnt. I'm a novice and haven't used it much yet though, but certainly the export to Unity was easy when I tried it and I think there are up to date tutorials on importing Daz characters and clothing (although I've not tried that bit specifically myself).ĬC3 has some really good features for creating game ready (lower poly) characters from hi-res Daz content. I believe Character Creator 3 has a Daz import (and Unity export) and is the recommended up-to-date workflow for creating game characters from Reallusion content. Would I be able to just import an injury texture and apply it to the Daz character model, or would I have to import a brand new "injured main character" model into Unity? Similar to the previous question, the main character needs to show injuries on his face/body, and Daz has texture packs for that. I'm also wondering if I can join multiple Daz animations in Unity, for example: I have a "holding telephone" arm animation, could I combine it with "walking" leg animation to have a model talking on the phone while walking? Or would I need to create a third walking+telephone animation in Daz and import that? Play any desired animation for the given modelģ. Import Daz model, animations, clothingsĢ. Here's the sort of things I'd like to be able to do, are these easily fone nowadays:ġ. I saw comments saying it's not easy, that there's always issues you have to fix by hand. If I could easily reuse Daz models, clothing and animation in Unity, that would allow me to do the whole game on my own! Daz would let me use ready-made models (customized to my desires using "morphs") and animations that look absolutely amazing, saving me a whole lot of effort, seemingly without requiring any 3D modeling/animation experience. I've long had an idea for a 3D story-driven detective game, but didn't think I'd ever be able to do it (for lack of help to create all the assets), until I looked into Daz. I read that Unity is the most productive game engine. Sorry couldn't be more of help.Hi, I don't know Unity yet but I know C#.
Import daz models into how to#
I don't know anybody on this board who has that expertise, you're best bet is to ask in a Daz Studio board how to import other poseable (keyword here because OBJ files are static) models into Daz Studio. You're gonna have to delve into some serious programming and modelling if you want to be able to use XPS models the same way you use models made by Daz. Daz Studio models (Michael, Victoria, Genesis, etc.) use JCM or some kind of programming that allows you to pose on relative axes as well as fix the meshes automatically even if you create a bad pose. As I've said I don't really see the point in doing that as the models will not be easier to pose. FBX or any format compatible with DS9.X, then import that into Daz Studio. If you want to pose the models in Daz Studio then you probably have to import the XPS model back into Blender/3DSMax then export it as. I haven't tried this but I imagine you will have to reassign the materials yourself. OBJ file from XPS once you're done posing then import the model into Daz Studio. I'm not sure what the point is, but if you just want to render you can export the.