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Tesselation does use geometry, that's it's very purpose. The only difference is one is generated by a map.
Reasonable is going to be anything closer than extremely uncomfortable conversation range, and even noticeable then only probably if you're purposefully looking for it (and it's not obscured by DoF or lighting or background contrast). Otherwise it's not really the type of thing a typical person would even notice. How many times have you looked at a photo of a person and gone "hmm, well, their silhouette is very, very slightly different than how it should be, there should be a slightly darker pixel near this wrinkle, totally ruins the picture".
As a test, I overlayed the "non HD" pictures over the "HD" images for the characters in the store. The differences in silhouettes even in the extreme closeups were barely anything (and practically not there for most of the non old characters). You should try it too (just use a photo program, color one layer and set it to "difference", then look at the very edges).
I don't understand why people can't take a few extra mionutes and create a completer Morph set from OBJ exports. You export an FBX for skinning info, a Base Obj and an Obj for whatevetr HD Morhps you want (I export at High Res at setting 3 its like a million faces! (Actually I hide the body and export the Head and Neck only OBJS so only the Head has Morph Tragers not the whole body!) then you simply use a SKINNING Transfer topol like 'SkinWrap' in 3ds Max and give the relative skinning from the FBX Low Rez to the OBJ Base High Rez by vertex position, (Works Great! Gives the NICE SMooth DAZ Skinning to the UE4 model! Nice Joints etc.!) I use the UE4 Bones renaming Script to make the character UE4 friendly,. I use Send to UE4 to get my Materials only basically,. I use FBX for Skinning to xfer to the OBJs base and it's morphs,.Whats the problem??? I will upload a video if there is a need, I have about 3k subs maybe it will help them too,. me: youtube.com/NextWorldVR