Lowpoly version of genesis 9 for Unity
angel.1991.ad_486cccc4d2
Posts: 0
Hi everyone,
I'm working on a mobile game and I want to use genesis 9 figure as a start for the characters.
From a topdown view, 20-30 characters will be available in the game scene at a time, hence the need for lowpoly versions of the characters. But we'll also need a high quality/poly version to show in character selection menu.
- Is there a way to create a lowpoly version of the figure beyond what the Base resolution provides? I'm considering to manually dissolve loops using blender but then I lose the ability to seamlessly add new content later (for example, a new morph target).
- If there's a better workflow I'm open for suggestions.
Thank you!
Comments
Why G9? I can't imagine it being mobile friendly and the version of the figures the Bridge sends though has messed up rigging of Hands in Unity.
G3 plays best with Unity but G8 is 32k instead of 50k base (+10k mouth).
If you are determined for G9 then maybe get daz decimator or some other poly crunching tools in Unity.
Have you looked at.... https://www.daz3d.com/mcs-mega-bundle
I know it's old but it;s very easy to get running in 2022 or 2023 too has lots of lods already.
Lots of clothes (not the same quality clothes as what's in Daz as it's already decimated at LOD0)..
Yep, I'd use gen 8 and gen 3. I didn't find the daz decimate tool useful - it tended to mess up UV's when imported into Unity. I'd try some of the decimate tools that unity has in the asset store. A cheeky free way is to import is Unreal and decimate there then re-export back to unity- haven't tried that yet. MCS is a good choice ^. You can export to Character Creator and export to unity from there as well - G9 tends to be a bit 50-50 as to whether it works, you want a very plain G9 if you go down that path & body/face morphs are lost. But.. cloth morphs still work so fully clothed characters can work there too - Also CC tends to fix the animation exporting issues that the bridge has, and has some really nice unity shaders - you loose some of the maps. The FBX exported from Daz only contains the diffuse, opacity and normal maps. If you want to include the roughness, emission and bump map details you would probably need to generate and edit an import profile that lists all the textures to be sure of baking them all.
CC doesn't import geographs.