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© 2025 Daz Productions Inc. All Rights Reserved.
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hmmm thanks, for the tip, because all the others forums which i do normally like to follow have they own in forum way to do that.
as i told epic is try to move to be a "all 3d soluction tool", where you not gonna need "anymore" any other tool and you will be able to do "almost everything just inside unreal.
I agree that not every hobbyist is out to make the next latest and greatest masterpiece. Some people just wanna make simple, cool-looking stuff. That's awesome too! The great thing is that, if there are any hobbyists out there that want to give a masterpiece a go, the tools are readily available and not behind a massive paywall like Autodesk.
the dreamers and dreams are certainly there - with better tools and some tenacity, the realization has a chance!
and, many things fit in that blank
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Yeah, I can kind of see them making an attempt at it. It may be a while before Unreal becomes The 3D Package, if it does at all. But I am seeing them heading in that direction. I picture Unreal being more of a hub within a production pipeline, in which all other creation applications converge on, regardless of which industry is using it whether it be film, game development, or animation. But that's just my observation.
It has clearly demonstrated that it is much more than that.
Reallusion was wise to develop their live link plugin from Iclone UE4 and even more wise to Drop its price to FREE for indie devs under a certain income level.
And they have been recently rewarded by "The King" with a multi-million Dollar Mega-grant from Epic.
The future of the 3D/CG industry is in Animation and Realtime.
Those who choose to ignore this will not be around much longer IMHO.
A long time ago is was a battle between PC rigs and consoles.
It was Bits Vs Gigs.
I said way back then that consoles would lose the ever-racing race towards better specs.....
Consoles lost and went the way of "can't beat 'em, join 'em" and became PCs.
The only post or cross-over issues left are license related.(roundabouts).
So - to still be calling an XBox a "console" as in that past sense - is also way off.
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I also said somewhere else on this forum that the issue has never been rendering speed.
That's just a customer desire. A Daz customer would love to do everything EXACTLY THE SAME and ONLY elimintae the wait for the Render to cook.
Game Engines and "Game Engines" have always been able to make cool pictures with cool characters, props and environments.
That graphic(s) level did not to get better than it did/was years ago.
- it's just that you can't do anything with the results, legally.
So when you start needing to (once again) buy your own assets, to use, in a commercial sense, you are back to square one.
That's the real hurdle.
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Patience is an individual thing now and it's all relative.
It can take longer to load a character than do a render.
It can take longer to clear objects and load a new scene than a render.
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I have lots of "game engine" programs that export single images.
That takes a long time too.
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I'd like a different render engine (or version of Iray rendering engine) that is quicker.
I wouldn't mind if it also did some game engine tricks to work faster,
yeah also blender get one of that "mega-grants too" from epic, they are literally throwing money to some peoples which want to work with then as long you show desire to do that(by developing a awesome work to bring they attention)., which also 'would be the daz case" if they started to really show some real interest on that and not just "working in the shadows" in a ultra minimum "bare bones"(i means in compatible and direction).
@DAZ
I'm not entirely sure of what you're trying to say here. If you're saying that you need to buy stuff for Unreal in order to get something good out of it for commercial use, that's not entirely true. Unreal does allow its users to use Quixel Megascans as part of their projects even for commercial use. Also, they put up free goodies in the Unreal Marketplace every month, on top of Permanently Free content and extra free content provided by Epic themselves.
Another route would be to learn to create your own assets, if you want something specific. And that's not even program-specific. Daz doesn't have every single type of content either, so it would behoove any artist to learn to create their own assets.
yeah they literally give a "full free game" they moba game "paragon" game for peoples to use, giving all the assets, characters (playable and monsters/npcs) particle effects, all the materials to basically already make a full game, all you would need is just "program" it, probably the only missing stuffs would be the menus, but still basically they give to everyone for free enough content to make any prototype action game in case you would want later to change to your own assets/characters or if you really lazy or just "really low in budget you could still use then for "free" in the final game without any problem(ofcourse as long you use them inside unreal) and you would only start to pay the "royalts" after you first million.
1.. The unreal engine may be a powerful resource with uses outside of just games, but it is marketed and created as a game engine by Epic, at least for now. I don't think anyone here is suggesting that just because it's labeled a game engine means that it is less capable or limited in other ways. If anything a real time engine is capable of doing more than a render engine.
https://en.wikipedia.org/wiki/Unreal_Engine
https://en.wikipedia.org/wiki/Epic_Games
yeah it was only now, i feel after fortnite or very close to it which epic started to switch they attention, i thing was during the production of paragon, when they started to improve the "animations" inside unreal which they started to switch from just being a game engine and saw some others enterprises look to then after see some few "presentations" of realtime rendering and animation from epic, then we get some small and medium others companies start to use unreal to make they marketing then when fortnite exploded and everyone start to speak about epic they just started to go full out of they confort zone of "just game egine", after see the potential outside the game dev market and now they are moving more and more to that.
I scraped together enough move to built a new PC just in time. UE4 wouldn't run (well) on that old 8 year old laptop. UE5 looks awesome.
On the main page of the Unreal Engine website, Epic calls it a "real-time creation tool." It's safe to say we've gone past using the term "game engine" to refer to Unreal Engine. Not that I personally have any beef with the term itself. But I have noticed that when certain people think "game engine", their point of reference is any game engine from a little over half a decade ago. If we were still in that point in time, I'd agree that game engines aren't as powerful as offline render engines, but that's no longer the case. It hasn't been the case for almost 3 or 4 years.
I'm super passionate about art tech advancements and how it affects the entertainment industry as a whole. That and sharing what I know with other people.
Reallusion produces a character animation program only exceeded by the mighty autodesk motionbuilder in capability as well as Character creation program with specific tools and features targeting the Video game dev industry and of course there is that Live FREE Link to UE plugin.
New hardware is coming so thick and fast I really don't want to make the jump yet. Ampere + Zen 3 I think, which means near end 2020. It's quite annoying actually!
Really interesting vid, especially how the engine could make things much easier for content creators. And artists.
What they said - just modeling in Zbrush, and using the original mesh. No worry about dropping down the detail and optimizing it, baking normal maps etc as the engine will take care of that for you on the fly.
It ties in to one of the things that really bugs me with Daz - sorry to toss this in, but no HD with the GoZ bridge is big nerf as to what we can do and a constant source of frustration.
Imagine just being able to work with what would be a SubD level 2 or 3 mesh, so many possibilities. Clothing realistically compressing skin. IIRC Autofit doesn't calculate against the SubD, so no more guessing where Autofit is not conforming with the base mesh, because I can't see it in Zbrush and I'm continually making blind adjustments.
Those new technologies kinda scare me. What i saw in UE5 looks like more power to those who either do 3D PhotoScans or who endlessly sculpt in Zbrush. Because no way you can do such detail if you are doing polygon modelling manually, like we hobbyists in Hexagon etc.
Well, in worst case i'll pretend that 1990s PlayStation 1 is the style, and will do lowpoly mimicking it, creating geometry from primitives and what not.
Thing is, CRT are still actually the best thing for 1) watching content that never had HD/FullHD/4k re-releases (because 480i movies look bad on anything else than good crt) 2) same with old 2D games, where 240p pixelart truely shines only on tech it was made for, and looks passable-to-horrible on modern tvs/monitors (hence nowodays enthusiasts do the hunt for obtaining best crts ever made like Sony PVM/BVM).
That's a fair comment not just concering hobbyists. You can only scan so many assets. The majority of "stuff" in a game or movie is still going to be custom modelled. In order to match this insane detail of scans, this needs to be modelled in such a meticulious way that any time saved by not having to retopo and bake will quickly go down the drain. But yeah, still better than wasting time with stupid technical limitations.
I also wonder if throwing out of window "normal / bump /displacement maps creation" or "retopology for lowpoly" or other stuff that is supposedly removed from pipeline with new tech, can it hurt some people jobs, if they were specialized in that.
well I cannot help thinking less is more
if they can fit that much in as mesh, imagine it retopolised and optimised with normal maps and what they could fit in, whole open worlds
Reallusion might overtake DAZ as the best character creator i mean this is your opportunity DAZ
I can never work out what I might need when I look at the Reallusion store ... they have so many variations on bundles that I just give up. I believe that they have a half-price offer at the moment but I wouldn't have a clue what to buy. Basically, I'd want to be able to animate and also move figures between different platforms such as DAZ Studio, Blender, UE4 and/or Unity. I always come away convinced that I need to spend way more than I could afford to do that.
is a sale at Unreal marketplace too, must be because I am broke
The answer is no, but for several reasons:
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- We're not exactly hired for our ability to create beautiful images so much as we're hired to solve a problem. As problem solvers, we adapt to new situations. New tech advancements that make certain things nearly obsolete are great, but they also come with newer problems to solve. Our jobs aren't taken away from us, they just change. In that respect, we'll be fine as long as we choose to adapt.
- Detail map baking and retopo aren't entirely out the window just yet. From what I saw in UE5's demo, this new tech only removes that part of the pipeline for non-deforming objects. Characters will still require retopology, UVing, and detail maps. At least until there's a smarter algorithm that can handle a different weight painting process meant for denser meshes. My idea is having the ability to create weight borders, and letting the algorithm average out the weight on the inside of said borders. Until something like that comes around, us character artists will be stuck with the current workflow.
- Even if we had a scenario where character artists no longer had to retopo to get lower poly meshes, detailing for maps would still be necessary. Just not how you'd probably picture it. For a long time, games have been able to handle millions upon millions of polygons with no problem. What really bogs down games these days is maps and shaders. The more maps and shaders there are, the more it takes for render engines to calculate all that data. In reality, it'd be much more optimal to just make high poly characters with a smaller amount of maps. If the advancements brought about this change, I would picture the new workflow to be something similar to this:
To summarize my third point and the video, the new workflow would basically involve putting in as much physical detail as you can into a high poly character, and then using small 128x128 mini maps for micro details. The mini maps would just be an option for those who want to really push character believability. It wouldn't be something that would need to be done.
KetsyCola , thanks for detailed answer.
My pleasure! :)
Another thing that i often make myself think about, where is still a place in modern world for _static renders_ ? Considering everything and everyone jumping on interactive graphics train...
Photos are still a thing even after movies came out so. Sometimes a picture says more than a 1000... frames?