Creating cut scenes for a game

ZrummyZrummy Posts: 0

Hi all - I'm not quite sure where to ask this, but since I'm new to Daz3D and the questions are pretty basic, I figured I'll try the New Users section.

I'm building a typical old-school point-and-click adventure in Unity, but when the player interacts with an NPC the game should cut to a scene where the dialog takes place (sometimes with animations). I wouid like to develop these cutscenes in Daz3D and build the game world in Unity, but can I then export these environments to Daz3D to ensure consistency with the cut scenes? Or is it better to develop the game world in Daz3D from the start and then export to Unity?

I’m also unsure about the best way to deal with the characters - can I use the Daz3D assets as-is to populate the game world (where the player moves around and interacts), or should I be creating low-poly versions for this purpose? This is not about the look of the game, but I’m concerned about size and potential processing issues when using high quality Daz3D assets for the entire game.

Thanks in advance - any tips and advice would be appreciated!

Comments

  • Catherine3678abCatherine3678ab Posts: 8,335

    For starters, for using any of the Daz3D assets [mesh] in games requires the Interactive licenses.

    The rest I'll leave for the gamers to answer ;-)

  • Gemini QueenGemini Queen Posts: 263

    I'm not used to using Unity, but I would definitely suggest sticking to one system or the other for world building/character development. It makes more sense to me to use Daz to make the characters and the world, then export them to unity and go from there. My thought is that if something doesn't move right (the daz figure) in the unity space, then you'd have a harder time editing them in Unity than if you just made it all in Daz. 

    As for the low poly vs high poly, it really depends on what kind of game you're trying to produce/what systems you inted for players to have. If you're going for the older FFX type of look where the main gamplay is low poly but the cut scenes are high poly, then you're fine. That way, the gamers' computer only has to work a little harder for those few scenes. But if you're trying to make a game like the newer FF games where all the scenes are like the cut scenes,  then that's going to possibly take a lot more processing power to create/run smoothly. 

    I'm sorry if these answers are kind of grey, it just really depends on what kind of game you want to make and what your computer is able to process at this time. Did you have an example game that kind of looks like what you want? 

  • ZrummyZrummy Posts: 0

    Thanks for the replies!

    I am indeed targetting low poly gameplay with high poly cutscenes, so I'll give that a go and see how it works out..

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