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

It feels like Daz Characters not very Optimized for games, and unless you're a Pro...Then rather buy

nokoteb99nokoteb99 Posts: 931
November 2022 in Unity Discussion

Rather buy a few packs of other non Daz characters cause Daz characters are just not optimized. for games, even making daz clothes have physics is really hard. Plus making the hair game ready is tough since polygons are extreme . The rig too is not very traditional or something. Animations from many sources( stores, freebies) work fine in nondaz figures and in daz figures everything goes crazy with joints.

I don't know you guys but i rather save some money( doing it now after spending 3 years trying to deal with daz characters and unity and having so much problems) buying a few packs of non daz characters and i basically don't have to worry much about anything just concnetrate on the game making.

That's something i just realizzing yesterday after 3 years of failing beause of How Daz characters are made and how they are too heavy for games.

And i'm no Pro, not developer Not graphics pro so i don't have techniques or brain to know how to do all this optimization.

I will probably die before learning so i would never get to make any games.

I think i'm gonna start using DAZ Characters IN DAZ and do renders or movie clips....but daz in Unity is over for me.

thanks for listening. i wonder if anyone else feeling this way

Comments

  • charlescharles Posts: 866
    November 2022 edited November 2022

    Dude that's basically what G9 address and IMO the key reason it was built the way it was. 

    Basically ignore all characters before G9 if your intention is something more optimized for games.

     

    Post edited by charles on November 2022
  • ArtiniArtini Posts: 10,321
    November 2022

    I am still trying to make some videos with Daz characters in Unity,

    but still lacks the time to explore all possibilities and techniques in Unity.

    Making a game was one of my dreams while learning a Unity,

    but it looks like this goal needs to wait even longer...

     

  • LimbaLimba Posts: 53
    November 2022 edited November 2022

    It depends. If you need crowd characters then Genesis 9 is good but if you need close scenes then I recommend Genesis 8 or 8.1. With Genesis 9 you have to do Sub div 2 or 3 when exporting if you need to bake/export morphs and it results 400k or 1.6M polys that start to need RTX 3090 or RTX 4090 (in VR).
    Genesis 9 with base resolution (25k poly) is nice for crowd and mid range characters but when you start to need some details geometry or diplacement maps.

    I have also used/tested other character generators (vroid, makehuman, CC3) and support few artist in patreon to get nice models. If I need humanlike character then I use DAZ.

    Post edited by Limba on November 2022
  • nonesuch00nonesuch00 Posts: 18,748
    November 2022

    I've done some on my computer and I never have the DAZ clothing that obeys physics for games. It's just not feasible;  try, eg, all clothing static except a cape flapping in the wind for example. Static clothing: DAZ. cape: you model yourself optimized for the phycis engine and add it to the scene. Pick & choose to keep what you have to do to a minimum. You've already too much to do realistically speaking in making a game even with all these tools and models and other products that do 99% of the work for you.

    The hair products - you have to be picky about, export at lower subD and not use some of those hair products at all, although you might try decimating them before export (if that doesn't make the particular hair product look disastrous). 

  • nokoteb99nokoteb99 Posts: 931
    November 2022 edited November 2022

    Hi Everybody. I'm still trying and getting better at making game ready characters. I tried hard to make a procedure and sadly the least i can achieve is like someone said here or somewhere 140k plus..sometimes 200 or 300 thanks to the hair and other things that can't be decimated by decimator. They get destoryed if you try to decimate them. So i guess there's no hope.

    With characters of 200K + you may only be able to achieve 3 animted characters per scene. that's too low for games. So you can only make like very casual 1 room games. Not entire map games with plenty of enemies.

     

    The only charactere that i can get to about 40k is a simple dude with simple clothes that is low poly and hair that's really low poly but then, those characters don't look any like what DAZ has to offer. They look pretty cheap ha ha ha

    Post edited by nokoteb99 on November 2022
  • nokoteb99nokoteb99 Posts: 931
    November 2022

    Guys i'm back. I came up with a method to get better reduction. I use blender to decimate instead of Daz decimator. It is more useable doesn't destroy the things like Daz decimator does. ANd it's helping alot, my one character i got him to 45K and  he keeping good details in the body. I used decimator from daz just for the genesis figure not for the clothes then export as OBJ to blender. I do about 28% decimation and do some weights in the weight tab in daz decimator. Nicee!!!!  Then in blender i don't decimate figure if it s important figure but only clothes and hair.  Hair can be reduce down to 0.2( out of 1) or even 0.095 and still look good!!!!  and my hair total size is like 200k. it goes way down.

    Now i think there's more chance of game making than i thought. Maybe i can't have 100 characters in one time but alittle more than before before with 200K, 300K, 400k characters i could'nt get more than 1 or 2. Now i think i will be able to get more. Maybe 10 or 15 or if i decimate the figures more in blender.. then i can get more characters like 20 or 25 or 30.

    Nice!!!!!

  • ARealitiARealiti Posts: 158
    December 2022 edited December 2022

    Yeah outside of Daz is better, there's a few alternatives.

    Post edited by ARealiti on December 2022
  • jaredenhjaredenh Posts: 13
    January 2023

    Does 9 address hair and clothing though?  I can fix the bodies in cc.  The hair and clothing though are just too high poly for real time and I've never seen anybody come up with a good pipeline to fix that.

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