I tried going to the EYE Surface
and setting they shader to transparent but it doesn’t work. No matter what shader i choose, it covers the eye texture or something.
Or sometimes it makes the eye ball texture like transparent weird which is not whatt i want.
Anyway here’s a pic
Ok Guys, in case anyone is listeing.
I got the eyes to work now and the eyelashes. I had to make an INVERSE eyelash MSK texture in GMP, cause the one included had Black background white eyelashes… So i made an inverse and then did this. so i got that fixed.
But now the eyes, the Brown eye Iris is black and it doesn’t show as brown. wonder why
In Unity i’m trying to do something to fix it but i can’t seem to
Which version character are you using? Genesis 1? IIRC I ran into some issues with the eyes where there was a material that was covering the other materials underneath.
The eyes. I’m having the same problem where they just show up as black rather than coloured.
UPDATE :
I actually have a solution, but it feels like a bit of a ‘dirty’ fix where there should be a better way of doing it.
I create a transparent png texture in photoshop, then use it to replace the eye surface texture.
I then set the main eye texture to Transparent/Diffuse.
I’m very comfortable using unity these days, but I’m not up to the level of being an expert yet. As I said, I feel like there’s a simpler or more professional way of doing it.
That depends on how you get them from DAZ Studio to Unity. Do you use the texture atlas to make one material? If so, there isn’t a lot you can do. If not, there is a material that needs to be changed to transparent. Don’t forget to change the texture as well. Make sure it has an alpha channel and set the texture to “Alpha is transparent”. I don’t recall the name of the material - I run it through a third party software that combines similar materials so it’s the “Lashes” material for me. It might be “Sclera”. Might have to use trial and error to figure out exactly which one it is. You can try this if you use texture atlas as well, but it will probably turn other things transparent as well.
I don’t think exporting is the problem as long as you are not using a texture atlas. You could try to merge the opacity and diffuse textures to see if that helps. I prefer to fix them in Unity. Look for a material on the renderer which is all white and take a black texture (just make a black square in Photoshop or whatever if you don’t already have one) and set it to “Alpha from Grayscale” then put that on the white material and set it to some transparent shader and it should work. But that only works if you didn’t use a texture atlas. If you did, the only suggestion I have is don’t use a texture atlas. Find some other way to combine them. I recommend Mesh Baker in the asset store. Gets a DAZ figure down from dozens of drawcalls to two or three. Perhaps you can find on the atlas where the white is coming from and paste the eye texture over it, but that will probably cause other issues if there are other places using that white space.
I use Genesis characters in my latest game. Instead of mucking about with the Daz eyes, I just left them out of the export (from Daz) and replaced them in Unity with my own eye orbs I made in 3DSMax. I imported my custom eye objects into Unity and then attached them to the eye bones in the skeleton. That way I have total control over how they look.
If you don’t have access to make your own eyes, there’s at least one eye asset I know of on the Asset Store that should work.
Here’s how my custom eyes look. Each orb has two layers, each with their own material. The first layer is the regular one for the color and specularity (I’m using a Marmoset Skyshop shader for that) and the second layer is a “gloss” layer with a custom reflective glass shader on it.
The “orb” mesh regular layer has a slight indent in the center, which you can see very clearly in this shot where the specular highlights are indented towards the center of the eye. That looks better at a slight distance, not so much in this super close-up.
The secondary “gloss” mesh layer is slightly pulled out from the center (and smoothly rounded), basically the inverse of the inner orb mesh layer. I hope that makes sense. If you look at side view of a real eye, you’ll more easily get an idea of what I mean.
As an aside, if anyone has any questions about using Daz Genesis figures in games, just ask. I’ve released two games now using them. And before anyone asks (because someone always does) yes… yes, yes, yes, I do in fact have the Daz license to use their models in my games.
Thanks for reply although i comes to unity community as programmer with basic skills with 2d art (From rpg maker community) when i didn’t find any tutorial for making 2d rpg game i decide to try 3d (especially it easier then 2d art when every cloth must have made for every single pose with ~100 cloth sets in plans and more than 100 actors it will take long time especially that i only can make simplest layout), so must ask few things:
how to remove eyes from genesis 2 figure since from what i understand daz3d it’s impossible task
-and how to add custom eyes to figure?? I think i need to load figure in 3ds max remove eyes, get new one and it’s ready??
-If i use my own made eyelids it possible to use texture/materials from daz3d to create eyes??
What the name off eyes in Asset Store that you know it would work (although don’t know if i use it since now i’m in phase of trying unity with 3d models (I use daz3d since it have many made assets for game)
That looks nice! I use the Gen 4 figures myself and a few gen 3 (since I have been collecting clothes, etc since they were first introduced) and have use a similar technique in the past. How far down can you decimate Genesis figures? I manage to get them, fully dressed, down below 10k which is decent for modern mobile. Had 20 or so of them on scene and it ran nicely on my Galaxy S3 phone. I’d love to see some more screen shots of what you’ve done, maybe even point me to a game I can try.
In DAZ Studio, drill down to the eyes and click the hide button next to them and make sure you don’t export invisible faces.
In Unity, put the eyes where they belong, then parent them to the head or perhaps even to the empty eye objects if they are there. I used a half-sphere I made myself with a simple eye texture. If you use a full sphere, half the faces will never be seen so that is wasted performance which adds up if you have a lot of figures in a scene! You can even get away with a quad if you never get to close to the face. For as close as Ony’s image though, it would be obviously flat.
I follow your step and i’m stuck with two things, First How to set up two spheres as one object?? And second how to apply textures to those two spheres, or following previous helpful post to apply to those 4 spheres (since one normal and one gloss) also if someone want to give me link to eyes (with textures, shape and different colors) i would be happy and might buy if cost not too much for testing purpose.
ps. I must ask isn’t there a simplest resolve to problem which allow you to use daz3d eye textures since they are good