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Yuzuru 8 and piles of props from Tesla3DCorp sets.
Sometimes the hair just disappear...
Trying something different - combining models from Unity and render them in Daz Studio together with Daz assets - maybe for the titles of the game.
https://www.daz3d.com/nancy-for-genesis-8-female and https://www.daz3d.com/archangel-outfit-and-props-for-genesis-8-females
I like it :)
Thanks a lot, Mada.
Nancy with plants rendered in Unity.
More renders from Unity - Nancy with plants in different colors.
Angel with cats in Petting Zoo
https://www.daz3d.com/angel-hd-for-genesis-8-female
https://www.daz3d.com/petting-zoo
Link to video on YouTube below:
And another video with Angel in different environment.
Link to YouTube video below:
cats are so cute
commenting here as comments disabled
I love how she can mount and ride as well as the followers
I still am struggling to get the followers in Unreal but admittedly not spent much time on it
needs a blackboard, a behaviour tree and an aiController, lots of fluffing around in Blueprints
my head hurts but I cannot get my head around Unity either everything fails to compile for me there even demos.
well I lie I did cook the Viking demo into a playable standalone I can move my camera in, not the megascans forest one had to grab someone elses.
I find making followers easier to do in Skyrim with the CreationKit than Unreal in that I actually can.
Thanks a lot Wendy.
I am using HerdSim Cat for animating the cats and Horse Animset Pro for the player (Angel).
For AI agents (followers) one can use Standard Assets, but then one need to bake navigation, to allow them to walk.
HerdSim does not use navigation and is pretty easy to set up.
I have to try it with the other animals, I have.
Sadly I do not have any Daz animals with animation files, so it will be more work to make them function with HerdSim.
Hi Wendy,
One of the nuances to unity and the demos and assets out there is to make sure you are using an asset version that matches the version of unity you're using, as well as the matching render pipeline. 2019.4 LTS is one a lot of us are using currently, and has fairly stable HDRP (7.3.1). If you end up with a ton of exceptions when pulliing in an asset into a fresh project, likely its the version matching problem. Skip the really old stuff that might have the legacy 'standard assets' junk in them. If you pull in assets and get tons of pink (broken shaders) then probably you have some mismatch to render pipeline. Sometimes you can update a material to the matching render pipeline. But not if it was a custom shader. Hopefully this helps, it is something that commonly trips up new unity users. Also, becareful pulling assets into a project that you already have stuff in. I only do that with asset developers I trust, and even then you still have to be aware of what you're updating or overwriting. Be sure to look at the package contents tab on the asset store page so you can see what it is going to bring down, and be extra wary of anything that is going to overwrite your project settings.
Artini your posts are lookin great! Sometime here I will post some stuff, but lately I have been stuck working way too many hours on corporate projects which don't get to use any awesome characters and I can't ever share any screens because its all confidential data. : (
But it does pay the bills and funds the more fun development projects.
Oh and another thing to watch out for is some assets now will trigger a package manager update to install or update one of your packages (like the render pipeline for example). Watch out for those! I hit that a lot with it breaking things, so if I'm in a working project I usually cancel it now, but if not whatever breaks usually can be fixed by going into package manager and removing and reinstalling the right package version (which if you read the exception errors usually you can guess from those which package broke). I really don't like that the asset installer gui does not present any display info as to what packages it is going to add or update. If something is adding a package the project is not using yet, I don't really care and would add. But if its one I already have installed, like HDRP, and set to a specific version like 7.3.1... it never fails when I find one that has gone and updated it to 8.x... it breaks the project. And then I have to go fix it and roll it back, and probably that asset which triggered it is going to have some issues, sometime just minor ones that its all still usable, other times though you may need to set that asset up in a new project for the higher package version.
yeah sorry too complicated, Unreal I migrate assets from older builds all the time at worst they just won't work and if it does cause a project to not open for some reason I can delete them from content and fix the missing redirections etc by replacing stuff with something else before deletion when opening.
Sadly they definitely don't make it easy, the whole pipeline is challenging for sure. There are just so many layers to everything. There are like maybe 5 professional specializations at least that one can make a whole career out of, that to do the whole pipeline yourself you have to get through them all to a certain degree. Or at least it feels like it : )
Here's a quick screen shot.
Thanks a lot, garrettg11.
Your image is really great.
I have so many packages for standard pipeline in Unity, that I wish to explore with Daz assets.
HDRP is great, but not all packages from Unity store transfers nicely to it.
Thank you! Ya me too on the tons of standard pipeline in my library, and very true about HDRP. It adds a whole new layer of complexity to the scenes and assets, I'm slowly getting a handle on it, I think. Thankfully some of the asset developers have begun updating to support the different SRP's which is good to see finally.
The room set in the pic, I've been noticing the artist's work for a long time but couldn't justify buying it before, ArchVisPRO Interior Vol.7. But... I finally decided to check it and another out this week on the big sale, and wow, its amazing, so impressed.
The figure is Twosret. I'm still not satisfied with where I am on figures yet but its getting better, and it went through a different workflow than the daz bridge to get it to that point. Bridge so far to me seems like a very good improvement to use for props and other models but still lacking for usable figures but keeping my eye on it. I haven't worked out how to get a very good hair solution yet either. I've kind of resigned myself to the possibility I'm going to have to try making my own hair sometime I guess. But I don't really have the bandwidth to make hair, and a hair stylist I am not. Eyes are another trouble zone but I am starting to get pretty close in that department. Though that pic is not a great example for those. I did some correction on the Iris texture where it had flaws, but there is still an outer silvery ring that shows up when light hits it right that I haven't dug into correcting yet. And there is a different eye solution entirely that I'm also experimenting with, but it has the hassle of needing to actually replace the eyeballs which creates a new headache.
So mainly I've been trying to figure out how to get things looking AAA optimal, and how to do that in a manageable and repeatable workflow on the figure/model side of things. Which that has been a long and arduous process that is ongoing. I'm working toward developing a sort of custom AI brain and behavior trees system I can use which then drive the animations and blendshapes on the figures, to better bring them to life as interactive characters rather than just sequenced playback of animation. But I am always getting bogged down just trying to get the figures to be nice. That and more often my other projects end up demanding all my time instead. Hopefully I'll get some time in over the holiday. If I do I'll try to post a clip or two.
Cheers,
Garrett
That will be great to see more of your experiments, garrettg11.
Working with Unity is my hobby. Despite hanging around for many years with it, I am still a newbie.
Before the bridge was arrived, I have used FBX or OBJ export from Daz Studio,
but now I use only Daz Bridge to Unity. It brings Daz characters to HDRP in a better way,
than I could not achieve previously.
Angel with the cats in the City.
Link to video on YouTube below:
Tests in Unity URP pipeline, featuring Angel - https://www.daz3d.com/angel-hd-for-genesis-8-female
I have used the outfit from https://www.daz3d.com/animal-onesie-outfit-for-genesis-8-females
In Unity URP it does not look like in iray in Daz Studio.
I would even prefer the look of the fawn.
Does anybody knows, what settings to change, to have a similar look like in iray?
One thing you can try is to find the shader settings for the material, go into the Surface Inputs section, and play around with the Smoothness, Metallic, and Normal sliders. Try dialing down the smoothness value, maybe even to 0.
Thanks for the tips, garrettg11.
Actually my URP project in Unity just crashed, so I explore standard pipeline in Unity.
The surfaces looks actually much better in it. Not as good as in HDRP, but I can explore many environments
that I have not succeded to convert to HDRP in full.
Below is Angel dressed with another outfit from https://www.daz3d.com/animal-onesie-outfit-for-genesis-8-females
in Unity standard pipeline.
More renders from Unity of Angel dressed in different outfit from https://www.daz3d.com/animal-onesie-outfit-for-genesis-8-females
Another test in Unity HDRP - Floyd 8 in laboratory environment - https://www.daz3d.com/floyd-8
Certain hairs does not look right in Unity, so I am still searching for the better ones.
Troll - https://www.daz3d.com/troll - in Unity.
Experiments with stylized terrain and Bacon - https://www.daz3d.com/raw-bacon
Below is the link to YouTube video, I have made.
Experimenting with exporting morphs with Daz characters. "Expand all" is really handy to have on the clothes.
Below is Dasan exploring Urban City environment.
https://www.daz3d.com/dasan-8 https://www.daz3d.com/aegeus-hair-for-genesis-8-and-3-males https://www.daz3d.com/fermion-racing-suit-for-genesis-8-males
Has finally started to use Unity 2020.2.1. The bridge is still working there. One only need to change one line in the script:
Daz3DDTUImporter to remove .Experimental to read: using UnityEditor.AssetImporters;
We got very nice new start scene in HDRP in that version of Unity, with different types of lights and effects.
Below are my quick renders using that scene with https://www.daz3d.com/elijah-7 and https://www.daz3d.com/elijah-7-hd-add-on
Hair is from https://www.daz3d.com/jaybird-hair-for-genesis-3-male-s and clothes from https://www.daz3d.com/highlander-outfit-for-genesis-3-male-s
Especially I like the clothes. They are very well done and give no pokethrough at all.
I give up temporarily on rendering Genesis 8 in Unity, because I could not get ragdoll working properly there.