Very confused about new "game ready pack"

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Comments

  • TheLionTheLion Posts: 44

    Tarantanamir said:

    jmucchiello said:

    How do they add clean geometry to G9 without breaking existing morphs? How do they reorganize textures without breaking existing G9 UVs?

    But the real question I have is are people who are already deep into the Unity or Unreal  ecosystems are looking for Daz figures?

    No, not in the least. Unreals Metahuman is far superior, then what Daz is offering. Reallusion has better game quality characters.

    Reallusion has extremely constricting licenses though, making their great game quality characters useless for a large portion of games. For example if you want to use their characters in an RPG where when you find a new sword you can equip it, or change helmets or something like that, you can no longer use their characters unless you go for the enterprise license.

    In regards to Metahuman, if memory serves you can only use the output in Unreal, not in Unity or Godot for example.

    Though I do agree that the approach to the new game ready characters in the Daz3D store is a bit odd. The greatest strenght Daz3D has is customization, so buying an FBX offers very little compared to buying it in another store. It would be far cooler if they would release something like a special figure intended for use as a game assets, which supports all the morphing features etecetera of Daz3D but where the geometry is actually intended for game development. Something like GenesisForGame 9 (or just GameFigure 9) or something like that. And easier/cheaper licensing for use in a game. Yes I know we can buy interactive licenses, but they're fairly expensive and you have to buy them for each product individually, so having figures and assets specifically made for game dev come with the license included would be awesome.

  • ArtiniArtini Posts: 10,800

    Great summary, @TheLion

    I have also abandoned Reallusion assets and tools, because of the price and their licensing rules.

    I like Daz Studio and Unity very much and try to support Daz 3D efforts as much as I can.

     

  • PadonePadone Posts: 4,240

    The idea of providing game ready characters is good. One can do it by hand of course but it requires time and knowledge and tools. There's some quirks as they seem to lose the colors, especially for hairs but also skin and clothes are much greysh. About the duf version being a character preset that's odd, as the preview images clealry show a full dressed character, I mean all of them that's clearly misleading.

    https://www.daz3d.com/mplx-tessa-for-genesis-9

    https://www.daz3d.com/mplx-tessa-for-genesis-9-fbx

  • ArtiniArtini Posts: 10,800
    edited June 25

    I'm also wondering about the purpose of .duf versions of Game Ready characters.
    Perhaps their goal is to provide this simplified Asset Structure as mentioned on:
    https://www.daz3d.com/game-ready

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    Post edited by Artini on
  • PadonePadone Posts: 4,240

    That looks greatly simplified compared to the usual daz studio shaders and textures. Essentially each single object gets baked into its own texture set. However, it is far from being optimized for games. In a game all the figure objects would be merged into one and we have one single texture set for the whole figure. Plus hidden geometry is removed. Let's say this is half-way between daz figures and game figures.

  • LeanaLeana Posts: 13,420

    Artini said:

    I'm also wondering about the purpose of .duf versions of Game Ready characters.
    Perhaps their goal is to provide this simplified Asset Structure as mentioned on:
    https://www.daz3d.com/game-ready

    The DUF version of the game ready characters is just a regular G9 character shape. 

  • ArtiniArtini Posts: 10,800

    Thanks for the information, @Leana

    I only have one Game Ready model in DUF format, for further investigation.

    Great, that Daz 3D gave us the code to get it for free.

     

  • ArtiniArtini Posts: 10,800

    Padone said:

    That looks greatly simplified compared to the usual daz studio shaders and textures. Essentially each single object gets baked into its own texture set. However, it is far from being optimized for games. In a game all the figure objects would be merged into one and we have one single texture set for the whole figure. Plus hidden geometry is removed. Let's say this is half-way between daz figures and game figures.

    I agree, but that is the step in right direction.

    I am pretty happy with Game Ready characters in FBX format. They works well in Unity.

     

  • ArtiniArtini Posts: 10,800

    Used https://www.daz3d.com/mplx-riley-for-genesis-9-fbx in Unity
    Some materials needs adjusting in Unity (click to fix normal maps)
    Please watch my video on YouTube

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,206

    I watched it because I am subscribed and was guessing that was a DAZ Game ready character 

    cute scene

    not done much more with mine yet in Unreal but should

    had too much drana this week AFK

    (my kitty had all her teeth pulled crying, I also broke one of mine off too down to the gum so will probably need dental surgery to remove it)

  • ArtiniArtini Posts: 10,800

    Thanks a lot, @WendyLuvsCatz

    Sorry to hear about teeth problems.

    Now I know, that materials of Game Ready characters need to be fixed in Unity to get a better look.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 41,206
    edited June 28

    I bought the hair mine had for G9

    definitely optimized on the Game Ready FBX

    G9 is standing slightly closer but they are somewhat different face and definitely skin wise

    can't upload my renderangry

    was too big? resized

    no, still cannot surprise on any browser

     

    I won't bother buying the other 3 outfits devil

    poses need to be converted to AniBlocks for the FBX BTW

    Adams084.png
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    Post edited by WendyLuvsCatz on
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