Exporting figure to FBX then Unity

Kyan001Kyan001 Posts: 75
edited November 2018 in Daz Studio Discussion

When exporting figure into FBX it reduces me the polygons of the figure making it look like an old Playstation 1 figure. 

Now I don't know what is wrong with this software, and I totally don't want to buy something to put in the middle of the export process (i.e. Character Creator) to finally be able to import it in Unity.

I'm getting crazy behind it in a full 48h consecutive tries, now after 2 days without sleep I see 2 ways in front of me, blame some superior entity or keeping on continue (which I will go for.)

This is the original one.

This is the same imported in Unity.

Please, someone tell me that a miracle is avaiable.

Post edited by Kyan001 on

Comments

  • RobinsonRobinson Posts: 751
    edited November 2018

    You need to understand that the geometry in Daz3d is tessellated on-the-fly, i.e. the actual mesh itself is always the base mesh, and that's what gets exported.  If you export as OBJ (losing the rigging of course), you will get the full resolution, subdivided verts. 

    I believe there's a way content creators can export high resolution via fbx but I don't believe it's generally available to us plebs.  So what you need is some kind of subdiv plugin for Unity, i.e. quad patch tessellation, OpenSubdiv or similar.  I don't know if they exist or how easy they are to include in your tool chain though.  You could pass your fbx through another tool like Blender, do the subdiv there and then export.  Again, I don't know how/if that affects the rigging.

    Post edited by Robinson on
  • Thanks for the explaination :)

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