How do I turn a figure low-poly?

I need to have an entire colony of penguins in my scene and want all the background and miground penguins low-poly so as not to cause problems. Is there a way to do that in Daz 4.11 without having to buy something? Video tutorials, if you know of any, are best for my limited skills.

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Comments

  • LeanaLeana Posts: 12,758

    First check if the mesh is subdivided, and if so set subdivision level to 0.

    If you want to reduce the number of polygons in the mesh more than that, then you would need the decimator plugin.

     

    Since you say you need a whole colony, have you tried using instances and/or billlboards?

  • FSMCDesignsFSMCDesigns Posts: 12,843

    For that you don't nee it to be low poly, just create a ton of instances. Instancing really saves on resources and works best for plants, but penguins should work fine also.

  • WillowRavenWillowRaven Posts: 3,787

    I'm familiar with billboards, but wouldn't I need dozens of stills rendered to make them? How do I learn instances in a pseudo-fast way? I'll go try to find some videos, but if you have a line on an easy tutorial, that will help, too. If I'm understanding right, though, how will I know where everything is if I can't see it all?

  • SevrinSevrin Posts: 6,313

    I'm familiar with billboards, but wouldn't I need dozens of stills rendered to make them? How do I learn instances in a pseudo-fast way? I'll go try to find some videos, but if you have a line on an easy tutorial, that will help, too. If I'm understanding right, though, how will I know where everything is if I can't see it all?

    Select your whatever.  Create>New Node Instance, and then whatever.  Usually Copy Selected Item or whatever.  There's also New Node Instances, which lets you make a whole bunch at once that get scattered around nearby with the default settings.   And you're done.

    You can move them, rotate them and scale the instances individually, but they'll take on whatever pose and textures the original has.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,082

    I think Willow wants them all posed differently hence the different renders cheeky

    if posed ones converted to props they load less heavy and can share the same textures so might still be better than figures and less resource heavy than all those rendered images as billboard textures 

  • WillowRavenWillowRaven Posts: 3,787

    I think Willow wants them all posed differently hence the different renders cheeky

    if posed ones converted to props they load less heavy and can share the same textures so might still be better than figures and less resource heavy than all those rendered images as billboard textures 

    Right ... I know penguins don't have a wide variety of poses, but they do move. I think a bunch of identical penguins would look unnatural.

  • scorpioscorpio Posts: 8,533

    I think Willow wants them all posed differently hence the different renders cheeky

    if posed ones converted to props they load less heavy and can share the same textures so might still be better than figures and less resource heavy than all those rendered images as billboard textures 

    Right ... I know penguins don't have a wide variety of poses, but they do move. I think a bunch of identical penguins would look unnatural.

    What you can do is have a few different penguins and instance them this way you get some variety.

  • QuasarQuasar Posts: 679

    I think Willow wants them all posed differently hence the different renders cheeky

    if posed ones converted to props they load less heavy and can share the same textures so might still be better than figures and less resource heavy than all those rendered images as billboard textures 

    Right ... I know penguins don't have a wide variety of poses, but they do move. I think a bunch of identical penguins would look unnatural.

    It might not look too unnatural if you put a few penguins in the scene (maybe 4?) with different poses and then make a bunch of instances of each of them to spread around at all different angles. May be worth a try?

  • NorthOf45NorthOf45 Posts: 5,692

    You could make instances from 4 or 5 originals in different poses and mix them up. With slightly different angles, the repetition will be harder to notice.

  • barbultbarbult Posts: 26,231

    If you have either of the UltraScatter products that would help tremendously in creating your instances, distributing them around your scene, making them different sizes, and turning them in different directions. I wouldn't tackle a project like this without UltraScatter or UltraScatterPro, because moving each instance into position manually would be a time consuming task.

  • MunemanMuneman Posts: 221
    Another trick for instancing is setting an instance to -100% X Scale so it does a mirror pose. You can have four original penguins with different poses, then have instances with eight different poses scattered about.
  • Doc AcmeDoc Acme Posts: 1,153

    Does Daz have a reader utility for the .MDD export format for AniMate2?

    In Lightwave for example, you can create one animated cycle, but using an .mdd reader you can offset the start time. So even with just one item instnaced your able to stagger the timing.  For flocks and such just making 2-3 other cycles & also instance those, you can get a lot of variety.

     

  • WillowRavenWillowRaven Posts: 3,787
    edited October 2019
    NorthOf45 said:

    It might not look too unnatural if you put a few penguins in the scene (maybe 4?) with different poses and then make a bunch of instances of each of them to spread around at all different angles. May be worth a try?

     

    NorthOf45 said:

    You could make instances from 4 or 5 originals in different poses and mix them up. With slightly different angles, the repetition will be harder to notice.

    I like the idea of creating a small group, putting each in a different pose, then instancing those. 

    NorthOf45 said:

    If you have either of the UltraScatter products that would help tremendously in creating your instances, distributing them around your scene, making them different sizes, and turning them in different directions. I wouldn't tackle a project like this without UltraScatter or UltraScatterPro, because moving each instance into position manually would be a time consuming task.

    I don't think I have any scatter tools ... So I did a quick search and nothing pops saying I own it. No big surprise since I've never tried using instancing before. 

    NorthOf45 said:

    Another trick for instancing is setting an instance to -100% X Scale so it does a mirror pose. You can have four original penguins with different poses, then have instances with eight different poses scattered about.

    Since I'm new to all of this, one someone figures out a time-effective way for me to do this, I'd greatly appreciate some step-by-step instructions because I have no idea where to begin.

    Post edited by WillowRaven on
  • scorpioscorpio Posts: 8,533

    Load 4 penguins pose them, parent them to a null, and then instance the null you should then have another group.

    To mirrr the pose as Northof24 says select the posed figure and set its scale to -100 in the parameters tab.

  • Well, there was one type of occasion when yes apparently an entire flock of penguins were all doing the same thing, they had their eyes glued on an incoming plane. The men flying these planes discovered that they had an audience and had a bit of fun. They would fly this way and that, and ALL the birds would look this way and that ... then they flew straight towards them, overhead ... and ALL the birds watched the plane(s) flying over head and as they ALL put their heads back to watch the plane(s) they ALL fell down backwards. Don't recall how many planes were flying at once, but they repeated the exercise a few times thinking it was funny. There is a good reason why military folk should stay away from wildlife areas IMHO.

  • Since I'm new to all of this, one someone figures out a time-effective way for me to do this, I'd greatly appreciate some step-by-step instructions because I have no idea where to begin.

    Here's the method I've used to make crowds of instanced people, like this one:

    It's a little labour-intensive to begin with, but pays off over time. And it doesn't require the use of any paid-for scattering tools...

    1. Start by creating the unique characters that make up your crowd. The above scene has 13 of them, with penguins you might get away with 4 or 5.
    2. Place these figures together, and group them (Create > New Group in the menu) as what I call a "Base Group."
    3. Use the grid in the viewport to create (in your head) a 3x3 grid of square areas. For my human crowd, each area was 2 metres (i.e. 2 grid squares) square, and the overall arrangement was 6 metres square. As penguins are smaller, the  areas will be smaller - maybe just a metre square.
    4. Create nine groups, initially empty, and position on in the centre of each area. Select all nine and group them into a master group, which I call a "block".
    5. Now the time consuming bit! For each figure in the base group, create (at least) nine instances (select the figure and choose Create > New Node Instances from the menu). Place one instance in each of the areas, and add it to that area's group. Be sure to mix up the location and orientation of the instances within each area. I wanted my human crowd to be looking more-or-less the same direction, your penguins could be more mixed up (assuming there aren't any naughty pilots around). You might find you can squeeze some extra penguin instances into each area. Feel free!
    6. Let's suppose you had 5 penguins in your base group, and one instance of each in each area. you now have a square block of 45 penguins. You can make that crowd bigger by selecting the block and choosing Edit > Duplicate > Duplicate Node Hierarchies (you can't create instances of instances, but you can duplicate them). Now you have 90 of them. You can keep on duplicating and postioning blocks on penguins till you have the number you want.
    7. Of course penguins, and crowds of people, do not arrange themselves into perfectly square blocks, but you can use the blocks to quickly arrange things, then move their component areas around to break things up, and move the individual instances around if you need to fine tune it still further.
    8. Instances are pretty lightweight, but if you have hundreds of them it can still slow the viewport down quite a bit. This is why I put everything into groups. If you switch off the visibility of the base group, all the instances disappear - handy when you're posing your main figures. You can also switch of the visibility of blocks and areas individually when they're out of shot.
    9. Finally, when it comes to rendering (in Iray) go to Render Settings > Optimization and make sure Instancing Optimization is set to "Memory." Setting it to "Speed" always seems to make it slower in my experience! 
  • WillowRavenWillowRaven Posts: 3,787

    Here's the method I've used to make crowds of instanced people, like this one:

    Thanks :) I just made a scary task look a little less daunting. Does it work the same when rendering in 3DL?

     

  • ghastlycomicghastlycomic Posts: 2,531

    You could always just bang out a low poly penguin in Hexagon.

  • WillowRavenWillowRaven Posts: 3,787

    You could always just bang out a low poly penguin in Hexagon.

    Don't know how to use Hex, either.

  • ghastlycomicghastlycomic Posts: 2,531
    edited October 2019

    You could always just bang out a low poly penguin in Hexagon.

    Don't know how to use Hex, either.

    Then this would be a perfect opportunity to learn the software and the basic concepts of box modelling since a penguin is a very basic shape. When I got into Daz it was because I wanted to create references with lighting information for creating 2D illutrations so I started out just using basic Daz primitives with a grid plugged into the texture to quickly bash together a scene. I then progressed to modelling because I wanted slightly more complex props for my scenes and soon discovered I absolutely love modelling.

    We can try building a low poly penguin together if you want.

    Post edited by ghastlycomic on
  • Possibly not quite as refined as the plugin for DS, there is in Hexagon an option to decimate objects. Tools > Utilities > Decimate.

     

  • ghastlycomicghastlycomic Posts: 2,531

    Possibly not quite as refined as the plugin for DS, there is in Hexagon an option to decimate objects. Tools > Utilities > Decimate.

     

     

    That is another option but it sadly decimates to tris which make it difficult to rig the model afterwards plus it destroys the UV map.

  • xyer0xyer0 Posts: 6,333

    Here's a free penguin prop you can use for variety and ease. Most of these freebie props are VERY low res.

  • ghastlycomicghastlycomic Posts: 2,531

    There we go. I just whipped up a quick box modelled low poly penguin. 460 quads. I'm just putting together the tutorial on how I did that and I'll post that in a bit. The entire modelling process didn't take very long.

    Penguin 01.jpg
    1000 x 1250 - 98K
  • ghastlycomicghastlycomic Posts: 2,531

    Here you go. This is how I made the wee penguin.

    Penguin Tutorial 1.jpg
    3000 x 3000 - 1M
    Penguin Tutorial 2.jpg
    3000 x 3000 - 994K
    Penguin Tutorial 3.jpg
    3000 x 3000 - 1M
  • WillowRavenWillowRaven Posts: 3,787

    Here you go. This is how I made the wee penguin.

    Thank you so much ... do you think I could just copy/paste the texture of my emperor penguin to a figure made like that?

  • WillowRavenWillowRaven Posts: 3,787
    xyer0 said:

    Here's a free penguin prop you can use for variety and ease. Most of these freebie props are VERY low res.

    Cool ... thank you :)

  • ghastlycomicghastlycomic Posts: 2,531

    Here you go. This is how I made the wee penguin.

    Thank you so much ... do you think I could just copy/paste the texture of my emperor penguin to a figure made like that?

    You'd have to look at where the seams are on the penguine model you have and then create seams on your model that would let you unwrap it as close to the original as possible but you'd probably still have to edit the texture some.

  • HavosHavos Posts: 5,581

    Don't forget that unless the Penguin model you already have has a very large number of polys (which I doubt), then the textures are going to consume far more resources than the polygons will. As such decimating the model, or using a new low poly penguin is unlikely to make much difference unless you make the texture low resolution as well. I think you are better going the instances route (as described earlier in this thread) to achieve what you want, it is really not that hard to do. As you have already said, Penguins don't have a lot of different poses, so are ideal for instancing.

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