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Daz 3D Forums > 3rd Party Software > Unity Discussion

Is there a way to Send Wrinkles and Defined Muscles to Unity?

nokoteb99nokoteb99 Posts: 931
July 2021 edited July 2021 in Unity Discussion

The only way you get to see Wrinkles(of the Aging Product by DAZ) and Deifined muscles(of any Bodybuilder morph from DAZ or any nonDAZ muscle morph) in the DAZ viewport is by setting the SubDivision level to 3, but that's in DAZ. something that just works in DAZ. Is there a way to make this work in Unity, or just not possible?  LIke I tried sending an Old aged guy with Wrinklles using the Aging product(by DAZ) and i turned subdivision to 3 and in daz it works great(though it slows down the etire daz studio)  . But in Unity i get nothing but the Hump posture from the Aging product and then some kind of Morph done to the face bu there's no wrinkles at all.

And i haven't tried it yet but i imagine and i'm 100% POSITIVE THAT if i sent a super ripped abs guy with subdivision 3 the abs won't show up at all in Unity. Any tips?

Post edited by nokoteb99 on July 2021

Comments

  • nokoteb99nokoteb99 Posts: 931
    July 2021

    Look with the DAZ Aging product this is as much as i can achieve in Unity, you see i can't get wrinkles to appear at all because you need to do SubD level 3 in DAZ, but there's no such thing in Unity

    MyBestPossibleUnityOldPerson-NoWrinkles.png
    344 x 284 - 198K
  • Living GhostLiving Ghost Posts: 3
    July 2021

    I haven't found a satisfactory solution to this, but I've found a few options that may improve the details of your model by adjusting the normal maps.

    First I would try to set Normals to "Calculate" instead of "Import". I attached a screenshot; the settings is found under "Model" on the main FBX. It may not do anything, but whenever details are lost or outright broken, this can sometimes fix it. 

    The second thing you could try is to simply edit the skin materials and up the power of the normal maps. In the attached screenshots you can see the comparison; in the second pic I set the normal map values of the face and lips to 5 instead of 1. I don't know if this is a good solution; it's not something I've been doing personally, but it does highlight the details. Could offer some visual weirdness at runtime for all I know.

    I also need to mention that I'm using a Unity asset called Horizon Based Ambient Occlusion, from Michaël Jimenez. It's a post proccessing effect that can greatly help with accentuating details, though I'm sure the regular HDRP effects can be tweaked to a similiar result.

    Hope this can be of some help, and do share if you've found other tips on this topic!

    (For anyone interested, the model in the screenshot is Nix 8 from Daz Originals, using Aging Morphs from Zev0)

    Nix01.jpg
    494 x 638 - 52K
    improvedNix.jpg
    543 x 630 - 55K
    calcnorm.jpg
    497 x 640 - 48K
  • nokoteb99nokoteb99 Posts: 931
    July 2021

    Thanks so much. And luckly i think i found a solution, through scripting in Unity. I'll come back with results once i try it out. It's gonna be awesome if it works, that means visible ripped abs/muscles and visible wrinkles in Unity!!!

  • nokoteb99nokoteb99 Posts: 931
    July 2021

    Living Ghost said:

    I haven't found a satisfactory solution to this, but I've found a few options that may improve the details of your model by adjusting the normal maps.

    First I would try to set Normals to "Calculate" instead of "Import". I attached a screenshot; the settings is found under "Model" on the main FBX. It may not do anything, but whenever details are lost or outright broken, this can sometimes fix it. 

    The second thing you could try is to simply edit the skin materials and up the power of the normal maps. In the attached screenshots you can see the comparison; in the second pic I set the normal map values of the face and lips to 5 instead of 1. I don't know if this is a good solution; it's not something I've been doing personally, but it does highlight the details. Could offer some visual weirdness at runtime for all I know.

    I also need to mention that I'm using a Unity asset called Horizon Based Ambient Occlusion, from Michaël Jimenez. It's a post proccessing effect that can greatly help with accentuating details, though I'm sure the regular HDRP effects can be tweaked to a similiar result.

    Hope this can be of some help, and do share if you've found other tips on this topic!

    (For anyone interested, the model in the screenshot is Nix 8 from Daz Originals, using Aging Morphs from Zev0)

     Hey friend, let's not give up. I didn't and i found the solution to Aging Morphs and Vascularity HD showing up in Unity. It just took onelittle thing that i noticed. You know what it was, it was using a character texture that was high quality!!! Before i was just using the G8Male /G8Female basic texture and those did't result in anything. nothing showedup in unity but just 3 hours ago i tested stuff and came up with the solution. Just use textures from characters that have good high quality textures, then you can apply Aging Morphs and Vascularity HD and it will work . Look at my results.

     

     

    SuccessfulWithAgingMorphs.png
    275 x 298 - 173K
    SuccessfulWithVascularityHD.png
    323 x 229 - 159K
  • nokoteb99nokoteb99 Posts: 931
    July 2021

    Hey i'm back. What i meant to say, is you have to use Textures that have wrinkles on them already, that's the only thing we can do cause the product(Aging morphs) doesn't translate into Unity.and i've tried manyt hings but this is the only thing that helped. which is great for me, because i own many old characters and i just discovered that i can used Aging Morphs product in combination with characters urinsg that texture of those characters. It's pretty cool

  • Living GhostLiving Ghost Posts: 3
    August 2021

    Yeah, the resolution level of the textures is impactful to be sure.

    Looking good!

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