Best practices for DAZ Studio->Unity for characters/models?

Is there a guide to the current best practices on getting G8M (or any Genesis generation really) into Unity? Mecanim-capable would be nice, but I don't need many animations and can make them from scratch if necessary. I'm evaluating both the interactive license for favorite content where available and my own Unity-side shaders that I'd love to be able to use with DS characters in realtime. (I'll also be attempting to build these shaders in DS).

Thanks!

Comments

  • lupus___f6b56869d6lupus___f6b56869d6 Posts: 11
    edited January 2020

     I use DS-Lightwave- Unity (fbx from Lightwave to get the rigging, it reads by map)

    Post edited by lupus___f6b56869d6 on
  • RobinsonRobinson Posts: 751

    Just be aware that you'll only get the low poly "cage" if you export with rigging (FBX export).  Smoothing an already rigged and weighted character isn't easy either.  I mean the algorithm Daz uses, which I assume is tessellation followed by a smoothing pass isn't available in shader form I don't think.  I have struggled with this in Unreal, trying various things to get a smoother mesh.  I don't expect Unity to be any different.

Sign In or Register to comment.