Add on's for Predatron's Low Res figures.

RattelerRatteler Posts: 27
edited January 2023 in The Commons

I can't tell you how much I love these Low res figures.

Is anyone offering stuff to enhance them? I know I'm an odd duck, but I could care less about the se new super high re figures.

Is Predatron still around? What is he up tp now?

Post edited by Ratteler on
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Comments

  • ioonrxoonioonrxoon Posts: 894

    I really like them as well, I hope there's going to be a new set someday, but considering how old the last one is, I doubt it.

    You can find some outfits for Loretta / Lorenzo on sharecg, just search for lorez, but those are the only ones I know of.

  • felisfelis Posts: 4,612

    What kind of add-ons are you hoping for?

  • FSMCDesignsFSMCDesigns Posts: 12,774

    Get decimator and make any asset low res https://www.daz3d.com/decimator-for-daz-studio

  • GordigGordig Posts: 10,171

    FSMCDesigns said:

    Get decimator and make any asset low res https://www.daz3d.com/decimator-for-daz-studio

    I would imagine Decimator destroys the rigging, but I've never used it to find out.

  • FSMCDesignsFSMCDesigns Posts: 12,774

    Gordig said:

    FSMCDesigns said:

    Get decimator and make any asset low res https://www.daz3d.com/decimator-for-daz-studio

    I would imagine Decimator destroys the rigging, but I've never used it to find out.

    Not really, I have used it quite a bit for getting figures into games for personal use and it works fairly well, especially at keeping the UVmapping intact. For DAZ, they could just use the base res for figures and then decimate any clothing items and they should be close to what the low res figures are at.

  • GordigGordig Posts: 10,171

    I guess it's moot anyway, because they would need to fit the clothing to the lorez figures.

  • xyer0xyer0 Posts: 6,018

    Ratteler said:

    Is Pedatron still around? What is he up tp now?

    https://www.daz3d.com/predatron 

  • SevrinSevrin Posts: 6,309

    Could someone please correct the spelling of Predatron's name in the subject line?

  • ioonrxoonioonrxoon Posts: 894

    Gordig said:

    I guess it's moot anyway, because they would need to fit the clothing to the lorez figures.

    Actually that's the advantage, they come with clothing / hairs / accessories, that are also low res. They're perfect to fill a background with characters with very little impact.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    one can always do different textures for them 

  • MarcCCTxMarcCCTx Posts: 926

    OK I would like...

    Lo-Rez Zombies

    Lo-Rez Knights & Ladies

    Lo-Rez Peasants

    Lo-Rez Cowboys (and Cowgirls)

    Lo-Rez BeachGoer

    Lo-Rez Modern Crowd (walking, sitting in an auditorium, stadium)

    basically I want scene fillers.

  • HavosHavos Posts: 5,392

    MarcCCTx said:

    OK I would like...

    Lo-Rez Zombies

    Lo-Rez Knights & Ladies

    Lo-Rez Peasants

    Lo-Rez Cowboys (and Cowgirls)

    Lo-Rez BeachGoer

    Lo-Rez Modern Crowd (walking, sitting in an auditorium, stadium)

    basically I want scene fillers.

    You can do all that using G8 figures and scene optimizer to reduce the map sizes. I never understand this obsession with low poly figures. The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys). It is large image sizes (ie 4K x 4K and bigger) that eat up your RAM and VRAM, so spending ages (and money) creating a bunch of low poly assets will barely do anything to create useful scene fillers.

    I do have Lorenzo and Loretta, but for me they are very difficult to morph so they look different, and they have to be way back in the rear of the image (no more than 50-100 pixels or so in height) or they will look really bad. Using G8 as your background figures gives you far greater flexibility in terms of available morphs, creatures, skins, clothing, hair etc.

     

  • sunnyjeisunnyjei Posts: 502

    Havos said:

    MarcCCTx said:

    OK I would like...

    Lo-Rez Zombies

    Lo-Rez Knights & Ladies

    Lo-Rez Peasants

    Lo-Rez Cowboys (and Cowgirls)

    Lo-Rez BeachGoer

    Lo-Rez Modern Crowd (walking, sitting in an auditorium, stadium)

    basically I want scene fillers.

    You can do all that using G8 figures and scene optimizer to reduce the map sizes. I never understand this obsession with low poly figures. The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys). It is large image sizes (ie 4K x 4K and bigger) that eat up your RAM and VRAM, so spending ages (and money) creating a bunch of low poly assets will barely do anything to create useful scene fillers.

    I do have Lorenzo and Loretta, but for me they are very difficult to morph so they look different, and they have to be way back in the rear of the image (no more than 50-100 pixels or so in height) or they will look really bad. Using G8 as your background figures gives you far greater flexibility in terms of available morphs, creatures, skins, clothing, hair etc.

    +

    I tried using them at first for a concert hall type scene and even in the background I still didn't really like the way they looked. I found using Mattymanx's https://www.daz3d.com/resource-saver-shaders-collection-for-iray and https://www.daz3d.com/mmx-resource-saver-shaders-collection-2-for-iray on base resolution figures set to 0 with eyelashes and eyebrows removed (or reduced) gave me better results without a lot of issues. And for another scene where I needed more, I just created several unique figures,with materials using the links mentioned, and then further in the distance created instances. I was rather surprised by how well that worked. And for moving around my viewport I had them in groups so just turned their display off for when I was editing the main parts of the scene.

  • RattelerRatteler Posts: 27
    edited January 2023

     .I'm working on stuff for the Lores Heroes, but I can't find decent templates.

    WendyLuvsCatz said:

    one can always do different textures for them 

    Post edited by Ratteler on
  • Sorry. Done.

    Sevrin said:

    Could someone please correct the spelling of Predatron's name in the subject line?

  • felisfelis Posts: 4,612

    Ratteler said:

     .I'm working on stuff for the Lores Heroes, but I can't find decent templates.

    WendyLuvsCatz said:

    one can always do different textures for them 

    What kind of templates? 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494
    edited January 2023

    I only own the Lorez Masked Heros

    here is a rough look

    stacked and separated as best as I can

    I don't own the others of the heros that is

     

     

    LoREZMaskedHero.jpg
    4096 x 4096 - 5M
    LoREZMaskedHero part A.jpg
    4096 x 4096 - 4M
    LoREZMaskedHero part B.jpg
    4096 x 4096 - 2M
    LoREZMaskedHero face.jpg
    4096 x 4096 - 330K
    LoREZMaskedHero.jpg
    4096 x 4096 - 4M
    Post edited by WendyLuvsCatz on
  • This is from 2019, but he does mention that he's working on a new Lorenzo Lorez:  Lorenzo Lorez V2 - Predatron

    It's been a few years now, but hopefully the product will see a release date - he could be really useful. 

  • The ussual ones that show the mesh in a UV image. Maybe some color for part zones and borders.

    Like his other figures seem to have.

    felis said:

    Ratteler said:

     .I'm working on stuff for the Lores Heroes, but I can't find decent templates.

    WendyLuvsCatz said:

    one can always do different textures for them 

    What kind of templates? 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    OK forum not showing posts again, see my previous one for attachments

  • Sorry for the delay. Internet trouble.

    THANK YOU SO MUCH!!! THOSE ARE GREAT!!!

    WendyLuvsCatz said:

    I only own the Lorez Masked Heros

    here is a rough look

    stacked and separated as best as I can

    I don't own the others of the heros that is

     

     

  • RattelerRatteler Posts: 27
    edited January 2023

    I hope he does something like the Unimesh concept used for mike an vicky 3.

    They are still neck and neck my favorite figures to work with.

    SauronLivez said:

    This is from 2019, but he does mention that he's working on a new Lorenzo Lorez:  Lorenzo Lorez V2 - Predatron

    It's been a few years now, but hopefully the product will see a release date - he could be really useful. 

    Post edited by Ratteler on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    Ratteler said:

    I hope he does something like the Unimesh concept used for mike an vicky 3.

    They are still neck and neck my favorite figures to work with.

    SauronLivez said:

    This is from 2019, but he does mention that he's working on a new Lorenzo Lorez:  Lorenzo Lorez V2 - Predatron

    It's been a few years now, but hopefully the product will see a release date - he could be really useful. 

    Genesis 9 has that potential 

  • StezzaStezza Posts: 8,216

    LoRenzo sneaks into the Carrara board frequently laugh

  • xyer0xyer0 Posts: 6,018

    Havos said:

    I never understand this obsession with low poly figures. The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys). It is large image sizes (ie 4K x 4K and bigger) that eat up your RAM and VRAM, so spending ages (and money) creating a bunch of low poly assets will barely do anything to create useful scene fillers.

    But @Havos, can I really get that many G8s into a scene? The most G8s I've used in a scene were 29, and that wouldn't convincingly fill any large setting. Below, I used 70 various lo poly pipo that I purchased whenever on sale from TurboSquid, CGTrader, & I forgot. They come in quite handy.

     

  • Matt_CastleMatt_Castle Posts: 2,645

    Havos said:

    The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys).

    And, to be honest, that's one of the main strengths of the LoRes figures - that their hair and clothes aren't a heap of polys.

    (Also, they're not bogging down scene loads by trying to load several thousand G8 morphs).

  • HavosHavos Posts: 5,392

    xyer0 said:

    Havos said:

    I never understand this obsession with low poly figures. The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys). It is large image sizes (ie 4K x 4K and bigger) that eat up your RAM and VRAM, so spending ages (and money) creating a bunch of low poly assets will barely do anything to create useful scene fillers.

    But @Havos, can I really get that many G8s into a scene? The most G8s I've used in a scene were 29, and that wouldn't convincingly fill any large setting. Below, I used 70 various lo poly pipo that I purchased whenever on sale from TurboSquid, CGTrader, & I forgot. They come in quite handy.

     

    I think you did well to get 29 G8s into a scene. I assumed you optimised them first. You can get even more than 29 in if you convert them into props after posing, otherwise the RAM needed to store all the morphs etc would be huge. I don't know how many polys those low res figures you are using are, but even if was 5K that will not make much difference compared to the 16K of the G8 figures. Depending on how they have been modelled, it is possible the plants in your scene are using far more than 16K polys. 

    For that type of modern scene you did the right thing in picking up those scene filler people. Just dressing and posing that many figures would take ages to do, so pre done props can save a lot of time. Those type of figures are generally sold to companies selling designs of new buildings etc, and so they want a few background figures in the scene to better illustrate the building proportions and scale.

    Of course if you had wanted some orcs, elves, dwarves or other fantastical figures walking around in the mall, the choice of stock figures drops to close to zero. Likewise if you want human figures in period or sci-fi clothing, you are also likely to struggle with locating stock figures. This is where well optimised G8 figures work well, given the huge number of options they give you. Purpose built low res figures normally have just a handful of outfits to pick from.

  • HavosHavos Posts: 5,392

    Matt_Castle said:

    Havos said:

    The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys).

    And, to be honest, that's one of the main strengths of the LoRes figures - that their hair and clothes aren't a heap of polys.

    (Also, they're not bogging down scene loads by trying to load several thousand G8 morphs).

    You are right of course. However there are some low poly hairs available for G8, particularly when you autofit from older generations. I have plenty of hairs with less than 20K polys, and a lot still look pretty good, and should be fine for background figures in any case. 3D Universe hairs are often 10-20K even those designed for G8 figures. In another thread a user is complaining about the lag caused to his scene when using a 7 million poly hair. That is an insane number of polys for any hair, and it strikes me as poor optimisation by the designing PA.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494

    I have a video of that shopping mall but cannot find it as no idea what it is called

    I have thousands of videos blush

    but anyway if I want crowds I use other software, there are many options where crowds are easy to do such as Twinmotion, Unreal Engine , XYZDesign's Anima to name a few

  • memcneil70memcneil70 Posts: 4,272

    xyer0 said:

    Havos said:

    I never understand this obsession with low poly figures. The reality is that the 16K polys of G8 is already really low, and will be dwarfed by most other assets in the scene, particularly hair (I've seen eyebrows with more than a million polys). It is large image sizes (ie 4K x 4K and bigger) that eat up your RAM and VRAM, so spending ages (and money) creating a bunch of low poly assets will barely do anything to create useful scene fillers.

    But @Havos, can I really get that many G8s into a scene? The most G8s I've used in a scene were 29, and that wouldn't convincingly fill any large setting. Below, I used 70 various lo poly pipo that I purchased whenever on sale from TurboSquid, CGTrader, & I forgot. They come in quite handy.

     

    @xyer0, you did good. It looks like the Cherry Creek Shopping Center a few months ago when I was hauling my computer to the Apple store. Even in the holidays it had not recovered from covid and was barely crowded yet. Still had to dodge folks walking with their heads looking at their phones. That set is wonderful, but hard to fill.

    For me, I would love more LoRez characters of a generic type from around the world, and be able to clothe them from LoRez outfits modern, ethnic, and historic. Or as others mentioned the MMX shaders or new ones to work on existing wardrobe items to lower their impact.

    Mary

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