Who puts 200,000 polygons in 1 pair of jeans?

ARealitiARealiti Posts: 158
edited September 2013 in The Commons

Who puts 200,000 polygons in 1 pair of jeans?

Post edited by Chohole on

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,082
    edited December 1969

    well who?

  • SzarkSzark Posts: 10,634
    edited December 1969

    now that is the question...ok I'll bite.

  • ARealitiARealiti Posts: 158
    edited December 1969

    Well there are just too many DAZ originals with these kinds of poly counts IMHO, I'm a games creator and this is just over the top, using Decimator that crashes every other second on the MAC gives some reasonable results down to about 10,000 polygons so with GPU's getting better this is almost usable even on the iPad, but the quality is somewhat compromised, but I just wonder why DAZ makes everything so hard to do what they obviously would benefit from being done and even offer licenses for, i.e. games creation. Why don't they reduce the polygons to a reasonable level before putting these items up for sale, surely that would help everyone out even those not doing games for static renders???

  • MistaraMistara Posts: 38,675
    edited December 1969

    prolly for ultimate fit morphs compatibility.

  • ARealitiARealiti Posts: 158
    edited December 1969

    Hi, doesn't make sense for fitting, when Genesis has 30,000 polys for the whole body and a pair of DAZ original jeans just for the legs and butt have 200,000, what on earth is going on there?

  • ChoholeChohole Posts: 33,604
    edited December 1969

    You do realise that you need a Games Developers license to use any DAZ 3D figures in a game, and that license only covers Daz Originals.

  • ARealitiARealiti Posts: 158
    edited December 1969

    Isn't that just what I said in both posts "DAZ originals" and they offer a license for this, I'm sure my posts say that.

  • ChoholeChohole Posts: 33,604
    edited December 1969

    Yes, but you also mentioned Genesis, and afaik there is only one set of jeans for Genesis that is a DO.

  • ARealitiARealiti Posts: 158
    edited September 2013

    DAZ / Admins if you're listening, you know the only reason I have persisted with trying to get a game done with DAZ over a period of nearly 10 years is that I am so convinced that other games creators have found this so hard that they have or will give up so I can will have free use of the content once I've managed what other games developers have considered impossible.

    Just read the forum discussions over the past 10 years on using DAZ models. I even pioneered entering them in games competitions and had to get direct permission from DAZ before DAZ even came up with the game developer licensing. I pushed really hard for the FBX exporter and improvements to it, which by the way is a fantastic piece of work, the best thing ever to come out of DAZ from a game dev's point of view.

    Just take it a few steps further to less poly modelling (which will benefit everyone) not low poly like 100's of polys, but 10,000 for one piece of clothing is enough, come on. And Genesis 2 has improved animation compatibility, so as much as I hate having to go through all this buying extra stuff to make things work, unfortunately, it's sort of necessary because Genesis 1 didn't work too well with animations made outside the DAZ / Poser world, whereas Genesis 2 is much better, I admit through clenched teeth. But, before I go to the extent of releasing a game to iOS, a few things.

    1. Help out by going back through all your originals and offering reduced versions.
    2. Stop putting silly things in your license like models must be protected, it's not possible video cards don't understand encrypted formats, read the information from companies like Unity3D who know what they're talking about.

    Other than that we're almost there for making games with DAZ.

    Post edited by ARealiti on
  • ARealitiARealiti Posts: 158
    edited September 2013

    ps rubbish about only one set of jeans - I just bought these...


    http://www.daz3d.com/leathered-up

    Games developers have to use their imaginations and mix and match outfits for getting more use out of things

    Post edited by ARealiti on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,082
    edited December 1969

    or maybe model their own
    with transfer utility and your modeler of choice this is very easy

  • ARealitiARealiti Posts: 158
    edited September 2013

    So Jaderail, you're saying that the Games Developer Licensing is in some way misleading or in some way deceptive, not my view, but is that what you're saying?

    Post edited by ARealiti on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    No offence but modelling a low poly pair of jeans for a game is babby tier difficulty. You could probably even find a suitable free model on on of the many freebee sites. Or you could snag the jeans out of the Make Human library and modify them to suit your needs. Daz stuff is more for illustration and animation rendering which is why it's so high poly because many people want photo realism. For games you'd want a low poly model and a normal map to add detail.

  • ARealitiARealiti Posts: 158
    edited December 1969

    What is the point of being on DAZ if you want to do all your own models, that is so incredibly obvious.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    lchu2004 said:
    What is the point of being on DAZ if you want to do all your own models, that is so incredibly obvious.

    All I want to do is make my own models and I'm on Daz.. That's why there's a bridge between Daz and Hexagon.

  • ARealitiARealiti Posts: 158
    edited September 2013

    Quoting you Jaderail, "The simple answer is this, the content sold by DAZ 3D was not intended for Game engine use to start with."

    Post edited by Chohole on
  • Hellish-AbaddonHellish-Abaddon Posts: 0
    edited September 2013

    lchu2004 said:
    Quoting you Jaderail, "The simple answer is this, the content sold by DAZ 3D was not intended for Game engine use to start with."

    .

    You've been making a game for 10years and can't figure out how to make a simple pair of jeans? I hope that isn't your day job lol
    AND WendyCatz had the best and most accurate response in this thread so go pick a fight on another forum or go and write your "legal letters" (Don't use crayons, remember, "legal" lol)

    Post edited by Chohole on
  • ARealitiARealiti Posts: 158
    edited December 1969

    Jaderail, please confirm the following contact information, if you need to please refer this request to DAZ.

    DAZ Productions, Inc.
    Copyright Officer / Customer Information
    Legal Department
    224 S 200 W, Suite #250
    Salt Lake City, UT 84101

    Fair Trading Jurisdiction
    http://consumerprotection.utah.gov/about.html

    Don't worry too much, the discussions we have had here are not statements of fact on either part, certainly not from me as I have simply posed questions, I simply need questions answered and this does not represent any conclusions only questions. I make no statements of fact or opinion, but I do need to know the conditions of intended sale and use of DAZ products which have many questions to be answered on their intended use in games development that remain open IMHO.

  • ARealitiARealiti Posts: 158
    edited September 2013

    No my day job results in producing an income of $US 100 per hour and 2 million US dollars in net wealth. Making a pair of jeans even if it only took me 2 hours would cost me $US 200 far more than the 10-20 $US on DAZ. This is called being good with investment and finance.

    Also, if any artist here is really willing to make me high quality clothing to my satisfaction for say $100 USD or less for each model I want and give me full commercial games licensing with lowered poly counts, please private message me or email me at mark.lyons hotactiongames.com

    Post edited by ARealiti on
  • jestmartjestmart Posts: 4,449
    edited December 1969

    While I completely understand and agree with Jaderail's statement that first and foremost the models sold here are intended for Studio and / or Poser, I also see the OP's position of polygon count. Genesis Classic and Genesis 2 Female are proof you don't need high poly count to make a good looking and functional model. My best guess to who makes jeans (or any clothing or prop) with that many polygons, is people that think Zbrush ( and mesh sculpting in general) is the same as modelling.

  • SpyroRueSpyroRue Posts: 5,020
    edited December 1969

    lchu2004 said:
    Quoting you Jaderail, "The simple answer is this, the content sold by DAZ 3D was not intended for Game engine use to start with."

    Wendy Catz you are a very rude and ignorant person.

    I'm sorry but your comments here really say allot about you. As for what jaderail was trying to explain is models be it: props, sets, figures or clothing, they are made to be hires. They are designed by creators for Daz studio/poser for high resolution renders and animation. Content creators won't lower the quality of models for game creation when their market is aimed at artistic renders and animation use.

  • ARealitiARealiti Posts: 158
    edited December 1969

    I'm going to repeat this as it may be useful unlike the rest of this...

    If any artist here is really willing to make me high quality clothing to my satisfaction for say $100 USD or less for each model I want and give me full commercial games licensing with lowered poly counts, please private message me or email me at mark.lyons hotactiongames.com

    No my day job results in producing an income of $US 100 per hour and 2 million US dollars in net wealth. Making a pair of jeans even if it only took me 2 hours would cost me $US 200 far more than the 10-20 $US on DAZ. This is called being good with investment and finance.

  • ChoholeChohole Posts: 33,604
    edited December 1969

    We have locked this thread as the exchanges were getting rather heated. While the DAZ 3D Game Developer License does allow the user to employ content by DAZ 3D in games it does not guarantee that all content by DAZ 3D will be suitable for use in any particular game environment without extensive reworking, given that the majority of content is created primarily for use in 2D renders

This discussion has been closed.