Xivon Environment Assets - Wow but Ouch

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  • ArtAngelArtAngel Posts: 2,032

    I was able to work on FTS in DAZ utilizing Geometry and at the same time have photoshop open retexturing it. So I guess it must depend on the product. With a few exceptions, I buy almost every thing that group makes

  • XelloszXellosz Posts: 855

    FSMCDesigns said:

    Xellosz said:

    WendyLuvsCatz said:

    I need to use an earlier version of Twinmotion to import the diffuse textures original file paths

    probably not available to people "buying" it for free now

    so that and chasing up all the other maps, consolidation of materials is likely the most off putting thing

    a lot can be solved by simply exporting maps to a bespoke folder for your project, I jst prefer to avoid bloating all my drives needlessly 

    Xivon textures are extra nested in many subfolders making using original paths extra excruciating 

    Fugazi does this too

    otherwise, it's easy to use and had lots of other awesome features 

    terrain sculpting and painting, brushing animated foliage, full weather system with volumetric clouds and rain, snow, fog, particles to name a few

    I am just wary now about discussing or suggesting TM to others because of a lot of pushback and moderation in the past

    there is absolutely NOTHING in it for me

    if anything I suspect they want people to stay in DAZ studio and buy extra products such as Ultrascenery to do what TM does for free

    Thx for the info.

    I think with the bridges (DAZ to Unity, Unreal, Blender, Maya, Cinema 4D), etc... crossing between programs is even more accepted than before, and there is now the "common enemy" the AI.

    How is AI the enemy? I use AI on every project i have with DS.

    As for the original topic, there are way to many assets, environments, clothing, etc that are not optimized for DS use on mid level PCs. I have a long list of PAs I will not buy from because their work is either way to detailed to use, or just bloated and unable to use once you add anything else into the scene.

    AI is good with postwork in the case of DAZ. It's like PS but on automation steroids.

    Why do some artists hate it? Most of the time, the problem is that AI's work is sold as a human's work. So the problem is not with the AI as it's just a tech, but how people use it.

    AIs can do some basic things, and people fear their jobs because of that, and people live in fear.

    If you make a 3d model with AI, it will probably be full of extra triangles, and errors + texture errors etc...; in some ways, it will be way worse than photogrammetry. Good for a base idea, but it needs lots of work to get a good model out of it.

     

    Back to the topic:

    Rule 1: If you see the picture of the mesh, the white and gray render, and it's heavy, you might have problems with it.

    https://www.daz3d.com/cdn-cgi/image/width=200,height=200,fit=cover/https://gcdn.daz3d.com/p/112163/i/rusticcottage24daz3d.jpg

    I love the rustic-cottage as it has good, fine details, but if you look at this picture, you see the difference in how the Cabinet was cleared up vs how the Sofa is probably from photogrammetry.
    Name :  Cabinet
    Label :  Cabinet
    Class :  DzNode
    Vertices : 390 / 390
    Triangles :  49 / 49
    Quads : 353 / 353
    Total Faces : 402 / 402
    Total Lines :  0 / 0

     

    vs 
    Name : RC Sofa
    Label : RC Sofa
    Class : DzNode
    Vertices : 50 077 / 50 077
    Triangles : 20 003 / 20 003
    Quads : 0 / 0
    Total Faces : 20 003 / 20 003
    Total Lines : 0 / 0

    100 vs 10000, so 100 times more data. Those two items will look the same detail level if you are not looking at them from inches.

     

    Rule 2: Everything comes with 8k -16k  texture.   (Read the file list) You might have problems with it.

    Why? Fine details, close-ups need good texture, okay. But not everything needs that detail, and a good material setting is easier. (It could be even heavier than the texture. So be careful with that too.)

    +

    Rule 3: It comes with a million textures.  (Read the file list) You might have problems with it.

    Why? Do every tile on the ground have its own texture?  Is there a need for it? 

    If you could use the same texture for multiple items in a scene, that's more GPU-friendly. 

     

     

  • Oso3DOso3D Posts: 15,095

    Most artists I know hate AI because it relies on wanton IP theft to fuel it.

    Which adds insult to injury, when you are struggling to try to make a career and companies are just hoovering up your work for profit.

     

  • SilverGirlSilverGirl Posts: 3,220

    Oso3D said:

    Most artists I know hate AI because it relies on wanton IP theft to fuel it.

    Which adds insult to injury, when you are struggling to try to make a career and companies are just hoovering up your work for profit.

     

    And there's the whole environmental angle on top of that... 

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