There's actually a very distinct part of our brain dedicated to memorizing facial features. The thing with Random Characters is that a player will distinguish between different textures more easily than slightly different models. This is an awesome project! A useful one for someone trying to dynamically populate an area with NPCs. It also has the benefit of keeping the poly-count low to start with and is easily modified for the next character. The method I was talking about takes longer to make the Spline Cage but can be equally fast as your turnout is, afterwards. You can then use a 3dsMax plugin to reduce the poly-count and apply the Textures as usual.ġ day to do the amount of work your talking about is actually pretty fast turnaround time. Try looking into "CrazyBump" to help you with Normal, Specularity, Diffuse, Displacement and Occlusion.Īs for faster LOD's for your models, you might try making a single High-Poly model, render the model from various angles, and save the data for use as a replacement for the Texture Paint. Small details are added with the help of Painting, using Photoshop or GIMP. You then modify the polygon mesh until your satisfied. Once you've made your Spline Cage it is then saved and safe from your character mesh. Splines will help you keep the polygon count low because in the "Patch" stage you can decide how many rows and columns of polygons you will need to get your results looking good. Splines are reusable and easily modified to achieve the basic form of your character model. While I can understand your need to reduce the amount of time to make a character from start to finish, the method is working for you.īut have you considered practicing with Splines? Maybe because you take all those extra steps. I'm just wondering if there's anything that someone knows that might be faster than I've seen your works are very good though. It's a bit much but takes about 1 day to do minus going back and improving the envelop for the different morphs targets for the body mass changes. Add detail dummies, mounts, eye, cam etc.Rename Mesh for Torque with mesh levels 128-64-32-16-8-2.Select orginal rigged low poly mesh and apply a morph laer for each morph layer.Create a low poly morph target for each of the High poly targets using conform brush and scaling the morph from 0-100%.Create as many clones of the low poly as there are morphs.Load the morphing character into the scene with the completed low poly model.In Max add a morph layer to the orginal DAZ Base exported and apply morphs to the character.In DAZ Export the base models with desired morphs (Muscles,Heavy,Thin,ETC).Use the Rendered images to piece together body and face texture.Export Model into Photoshop as a 3D Layer.
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Delete HP Model and delete symmetry layer, loading just the half model with adjusted features.Load the High poly model and use confirm brush to align features.Add more details to the flat poly face to include nose, ears, eye sockets, lips, and inner mouth.Import the character into 3D Coat with Auto Re-topology limiting the poly count to 1000-1500.Delete all bones leaving just the character in the T-Pose.Pick a character race: Male / Female / Elvaan / Dwarf / Animaloid.I also did not take time to make better UV's so this time I plan on slowing down a little to take some time to produce something with better quality. My first test model had its issues, I did not take poly count into the picture. Giving me better flexibility when creating fill in characters.Ĭurrently I have started over about 3-4 times trying to find a fast workable work flow that in the end will leave me with something that I can use and reuse on a prototype level to a complete project level.
#How many polygons in daz models generator
This is one reason I wrote my NPC Generator 2.0 I want to have the same ability as I have in DAZ in the game engine. I use DAZ3D for a lot of my character concept art and I would like to have a character system that is similar and simpler that can get me from point A to point Z faster. I'm just wondering what others think to see if its a feasible flow.
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SO I've been trying some different work flows to get character development to get a fast and good result at the end.