![]() It will appear that the UV seams split because there will be white lines where the seams are. In the decimator it shows double the number of poly's because it triangulated those poly's before decimating, so I actually get it down to around 8k poly's which is 8k tri's or 4k quads. I keep doing that until the character is down around 4k vertices. Then I click prepare to decimate on that LOD and do it again. First I go down by 10 - 15% and save the LOD. Here is the trick though, I decimate in increments. Next I decimate the character down to 4k. I exclude the Tar and Eyelash groups from the new group I create called Skin because they use different opacities then the skin groups.ģ. Next, to reduce draw calls, I use the Polygon Editor to reduce the material groups down to 3. I create a Texture Atlas using the Texture Atlas in Daz Pro 4.5 which is currently free.Ģ. I get the character looking the way I want him or her to look before proceeding Witt he following steps.ġ. I figured out a way to reduce the Genesis character down to 4k vertices and use it in Unity games.įirst, I morph the character and make any adjustments that I want. Typically, their characters have way too many polygons to use them in video games not to mention too many draw calls. I have some exciting news for anyone who is interested in using DAZ characters in their games.
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