-
Iris Concave morph G8F; Anybody knows?
Thanks nonesuch I'll look for those
Thanks j cade, I've looked and Opal G3F is my only saiyaness character and I don't have that morph for G3F. I will look your cgshare and your store here
Why might a product not appear AT ALLThe Connect Library is the file path shown. In fact, its the default path. C:\Users\Public\Documents\etcetera
If something is installed both with DIM and Connect DS will always use the Connect files when loaded from smart content, so installing with DIM would not help if there's something wrong with the Connect files.
Error messages in your screenshot are about missing morph files, not textures, so I'm not sure what it's supposed to show...
Edit: apparently I missed the last line...
What is registered as Connect content directory in DS?
Delete frames cause I just want to keep the final simulation frame in dforcewhy do you need to get rid of the frames before 30 ? what is stopping you from doing your work at frame 30 and onward ?
anyway you'll need to make sure that you export the object at base resolution and not subD if you want to import it back as a morph. hide all objects except the cloth mesh (don't forget the figures eyelashes/eybrows if they have) set your cloth mesh to base resolution smoothing off and export to obj. save your pose as you did before, apply it at frame 0 and clear simulation. select your cloth mesh object and launch morph loader pro, in morph loader pro after choosing your morph files don't click accept straight away, the morph file has a drop down arrow to the left, clicking that shows the options for the morph, reverse deformations is in there, right click on it and change it to yes, this should give you a morph that works with the current pose.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)Silene,
Here's aexample of a dForce cape that was created for G3M.I changed theweight mapping in Studio and imported it into Carrara. I didn't modify anything else. The first image shows it as it comes into Carrara. As you can see from the second image, there are a lot of morphs. I believe the author used dForce ti drape the cape then turned them into morphs. He also supplied G3M poses to match the cape morphs. The third and fourth images show what happens as the morph is applied. Andthe final image is the posed image with the morphed cape.
I have a few more capes like this and some cloaks. The cloaks don't work as well because the morphs were created for G3M without any body morphs. The cloak doesn't follow the figure when I change the body. I'm not sure how this will work with clothes, but it's great for capes.
I hope this helps.
Why might a product not appear AT ALLIf something is installed both with DIM and Connect DS will always use the Connect files when loaded from smart content, so installing with DIM would not help if there's something wrong with the Connect files.
Error messages in your screenshot are about missing morph files, not textures, so I'm not sure what it's supposed to show...
Edit: apparently I missed the last line...
What is registered as Connect content directory in DS?
(First Clothing Attempt) Bikini BottomsThey look nice, but there is a gap between them and the body. That kills believability imo; ok for a distant shot, but it doesn't need to be that close to tell.
I'd add a morph - if you don't want to make them fit closer - that the user can use to dial closer or further away.
It's great that they have depth - cloth does - which is missing from many bought products.
Iris Concave morph G8F; Anybody knows?I have this fantastic morph for the eyes in my G8F called "Iris Concave", greenbluish tab in the tree enclosed, and I don't recall how it came to my morphs assets list. Was it a freeby? Is it part of Dimension Theory ProjectEYERay which I own? My bought list is huge by now and memory fades...
Does somebody have and know?
Is there same or similar morph for other Genesis characters?
Applied In the viewport by the list with cornea and moisture invisible
Renders are with and without in combination with Iris cornea bulge
help whit character from different gameWhat are you wanting to do? Convert game clothing to work in Daz Studio, ot take Daz Studio clothing into a game? Check the license terms for the game if you are trying to extract clothing, if you want to use DS content in a game then - if it's not just for your own, local, use - you need Interactive Licenses for the content. If you want to fit game clothing to a Genesis figure then you need to adjust it to fit the figure - most easily in a 3D modelling application, but you could use dForms and other tools in DS then export as OBJ and reimport (to bake the chnages into the model) before using the Transfer Utlity (Edit>Figure>Transfer Utility) to do the basic rigging.
most i am to get geneses looking like my character whit right seetings i have try put my charcter over geneses and change settings on geneses but its rl tricky
Delete frames cause I just want to keep the final simulation frame in dforceI don't understand. I hid everything but the dforce cloth, exported (Poser config without touching anything) it, hit "clear" in the simulation setting, the cloth "falls back" to before animation, fine. However still the animation track shows 30 frames. When I limit it to 1 frame only, my figure goes back to the A pose. Ok, I think I can save the wanted pose at the end of the animation as "save as pose" and load it upon a new genesis 8 character in a new scene. So I get the pose back. But, when I import the saved cloth.OBJ with Morph Loader Pro (still with Poser setting), I don't find the Reverse Deformations option. When I load it, I got the error "Warning, Geometry did not match,...."
Delete frames cause I just want to keep the final simulation frame in dforceIf you just want the final drape I would hide everything but the dforce item (or if the re aremultiples, all bar one), export as OBJ, clear the simulation from the item, then import as a morph (Edit>Figure>Morph Loader Pro) with the Reverse Deformations option set - that should recreate the result without needing the animation.
A Ninja Outfit With Heels...I've just posted on my Deviant Art page a heel morph for a different clothing item - see signature.
That item had been in my wishlist through 2 complete clearings. (I did wait until I got about 75% discount - becuase they had heels. I knew I needed to get rid of them for the idea I had.)
Thorn Melody - Willow Night Outfit Boots -Heel/Toe MorpI wanted this morph for the boots because they have heels; it took me 18 months to get them due to the heels, and they had to be super cheap.
Let me know if any issues with the Zip, but there shouldn't be...
https://www.daz3d.com/willow-night-outfit-for-genesis-8-females
https://www.deviantart.com/writeblock/art/Melody-Willow-Night-Outfit-Boots-Heel-Toe-Morp-856264085
Fitting a Genesis 8 figure to another Genesis 8 figure issuewhy are you fitting one figure to another?
Because I want to.
I realise that; I mean it's obvious, unless of course someone is forcing you to do for their own nefarious reasons.
I fit G8 to G3 to transfer morphs, before I got X Transfer.
I'm curious however, as I might find out about something that may prove helpful to me, but sarcastic answer aside, it doesn't matter any more.
I was working on something, a figure, that messed up the Pose Controls if a Gen figure was fitted to it. A workaround was two use 3 figures, 2 Gen and my custom figure all fitted to each other like so: genesis figure fitted to -> genesis figure with visibility off fitted to -> my custom figure. My figure would drive the gen figure with visibility off, and both will drive the genesis figure at the bottom of the hierarchy. The pose controls will still give messed up results for the gen figure with visibility off, however in the visible figure those changes should give normal results as I'm not modifying the fitted figure itself but its source figure.
Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
This LOL Cinematc is already old.
I want millions of vertices to deform the mesh using Normal Map, this will speed up my work.
Example
To use this option in pernures I use C ++, I don't know if you can do it through the interface in the released section.i'm getting a little confuse about what you really want...
let's go back to the start, you was asking about how to import stuffs from blender to daz??? then go to unreal??, not could be more simple go blender to unreal??, you are talking about create stuffs for daz to sell???, i'm really confuse now about what you really asking for.
At Daz, clothes and morphs are very organized to manage a team, for example. Organizing the library at Daz by creating products would be much better.
The more organized it is, the lower the production cost, it is not a matter of importing, it is a matter of reusing and modifying and saving time.When you work with 3 or 10 characters it is simple, but when we are talking about 500, 1000, 3000 characters, there it is more complex.
Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
This LOL Cinematc is already old.
I want millions of vertices to deform the mesh using Normal Map, this will speed up my work.
Example
To use this option in pernures I use C ++, I don't know if you can do it through the interface in the released section.i'm getting a little confuse about what you really want...
let's go back to the start, you was asking about how to import stuffs from blender to daz??? then go to unreal??, not could be more simple go blender to unreal??, you are talking about create stuffs for daz to sell???, i'm really confuse now about what you really asking for.
Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
This LOL Cinematc is already old.
I want millions of vertices to deform the mesh using Normal Map, this will speed up my work.
Example
To use this option in pernures I use C ++, I don't know if you can do it through the interface in the released section.Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.that is the "thing per the scene" not character, and again as i told you are only rendering in realtime what is on the cam anything else will not be rendered, this is why sometimes in games you have things "appearing in the scene outof nowhere, because the engine could not render the stuff in time then it get a delay in render and only appear later, because the stuffs already in the scene are too much, another thing is which in the past and even today many of the "cinematics are "pre- rendered" which means no realtime render this is why you can have "millions and billions of polygons in a scene in the cinematic, in order to do that for "realtime you have to reduce the poly count, ofcourse the unreal engine 5 is coming to "try to remove it by allowing you to be able to throw objects with "high poly count" without need to "reduce it or make lods", but for that you would need a "next generation consoles and pcs, with strong ssds and many memory, which for now many developers will avoid to go that high at last for pc in indie comunity to make sure as much people will be buying they games, because not everyone gonna be able to pay for a "top pc" to run those crazy games".
Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
First I make a character thinking about the cinematic, then I reduce and test it.
For example, this LOL cinematic should have at least about 30 million vertices per scene. Artists have done it with millions and developers have reduced it to work on the PC.Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.3 millions in a single character???? omg, i don't recall any even triple AAA game having a single character with 3 millions vertices.
that is why i say which it can only be good for mobile if you use only the base character and create yourself the hairs, outifts and all stuffs, unreal can support billions of "polygons and huge open world but this don't means which you gonna have " that "billions or millions" being redenrized at the same time being able to hold millions or billions or even trillions don't means which it will handle all of the vertices at the sametime, the engine only render what is in your screen or inside the cam, not the whole world at the same time.
Daz to Unreal guide for "newcomers"(The famous "before your buy" or Limitations)I am new to daz, I had already downloaded it but it was incompatible with the programs I use the most which is Blender and Unreal, my focus is stylized games for mobile and PC.
But now that I have the bridges, I intend to transfer my original characters into the daz.
But I didn't understand how to create a mesh base. Is Daz Geneses 8 for example an algorithm that generates the base mesh or is it a standard mesh created in 3d software?
How do you create Products? I want to create one with Mannequin Unreal ...
Do you have an API to create scripts and plugins?
I think there should be more video tutorials on how to design and import different skeletons.i'm a little confused about your questions
it is about "exporting a character which you created in blender to daz????, then to do that i don't know because i never did that, now if you talking about exporting a character which you created in daz to unreal then you use the bridge
all the characters in daz for what i know are "regular mesh", the only "algorithm i know are the "dforce hair and fur and maybe strand based hairs not too sure about that, but the characters and cloths in general are "regular generated meshs, the only issue here would be the "geo shell stuffs which i'v talked in this thread basically anything
agian if you are talking about create products for daz then i'm really not that good, maybe someone more experienced can help with that but asfar i remember to create characters for daz and it's not for 'free" you need talk with daz and get your hands on the daz creator app, talking with daz, i really don't know those things works.
and a tip if you are "looking" to use daz for "mobile" i would advise to forget, daz characters and stuffs are not "optmized" for mobile, they are in general too high poly for mobile, you would need to use only the character and make your own outftis because none outfit from daz will work for mobile, neither the hairs, again most of the stuffs on daz are too high for mobile, maybe some "cartoon characters" are fine but "realistic none.
The base mesh Daz has 16556 vertices, it even runs on a calculator. Characters that I use in Moblie have an average of 36000 in LOD0, 16000 LOD1, 6000 LOD2. Unreal was made to work with millions of vertices, in PC games or LOD0 I use 3 million vertices.
For me the mesh base of Daz is very clean. That's why I want to get a blender with 5 million vertices to put in the daz and use the Morfs tools, modifiers, I don't want to sell in the store, I want to use only on my PC in my projects.







