Can DAZ Studio do game meshes that look as good as these ?

RorrKonnRorrKonn Posts: 509
edited December 1969 in Daz Studio Discussion

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    Daz is not a modeling program. So...
    But if a user wishes to use the SOLD content in a game they do have the option to do that if they buy the proper license.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Those are VERY low polygon figures and the illusion of depth and detail is done using normal mapping. You can tell just by looking at the wireframe meshes. In contrast, Daz figures are rather high polygon figures and are also capable of using normal maps, so can easily reproduce and beat the examples you've given.

    Game developers use tricks to make objects seem more detailed than they actually are. The detail here isn't stored in the mesh itself but in the maps assigned to it. How good those maps are depends heavily on the skill of the designer, and whether or not there are normal maps applied. The catch here is that I've yet to see many figures or clothing items with normal maps supplied. In fact, very few props come with normal maps either. A good normal map is worth a thousand good bump maps, but baked maps are superior to ones derived from textures and those are few and far between.

    Basically, if you want to get the same level of detail in a game mesh, you would need to bake your own normal maps and create specular maps for the figure. Take away those and you're left with a very basic figure that even World of Warcraft would be embarrassed to use.

  • JaderailJaderail Posts: 0
    edited April 2013

    If you have ever done Game coding before, the INFO just posted will ring a bell. Game meshes are NOT as detailed in the Object file and use the Game engine to TRICK the details on the OpenGL renders seen during game play.

    Post edited by Jaderail on
  • RorrKonnRorrKonn Posts: 509
    edited December 1969

    Thanks a lot for being helpful.
    If we rendered the game meshes in DAZ Studio with all of zBrush baked maps.
    Would DAZ Studio use all the maps ? So the game meshes would look as good rendered in DAZ Studio as LW,C4D,Max etc ect.
    I don't know if High End App's can use Maps that DAZ Studio does not have.
    Thanks a lot.

  • wancowwancow Posts: 2,708
    edited April 2013

    RorrKonn said:
    Thanks a lot for being helpful.
    If we rendered the game meshes in DAZ Studio with all of zBrush baked maps.
    Would DAZ Studio use all the maps ?
    If they are in a format readable by DAZ Studio: yes. DAZ Studio renders in 3Delight. http://www.3delight.com

    So the game meshes would look as good rendered in DAZ Studio as LW,C4D,Max etc ect.
    I don't know if High End App's can use Maps that DAZ Studio does not have.
    Thanks a lot.

    3Delight is the #2 render engine used in Hollywood second only to Renderman. I wrote a blog about it here: http://wancow.deviantart.com/art/3Delight-The-2-Render-Engine-in-Hollywood-366276410

    MentalRay (the render engine that ships with 3dsmacks, Maya and Softimage XSI) may be used in a few productions, but not even close to as many as 3Delight.

    If anything, you could potentially make them look better.

    Post edited by wancow on
  • Dream CutterDream Cutter Posts: 1,224
    edited December 1969

    I find that the gigantic texture(s) sizes needed to pull off something like this (with invisible UV seams) drag down the game engines performance more than pushing the polys. At least the real-time rendering engines I use. I have to achieve a balance with low to med density mesh and textures limited to 1-2mb per figure (not group). Depends on scene density etc.

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