Thank you. I only have a small number of characters on screen at once, and I do PC games only so I can afford to have less decimation going on. These particular characters are around 25k, plus the additional overhead for clothing. I’m using a 4096 atlas for diffusion, another one for specularity, and another one for translucency, all in a Marmoset Skyshop skin shader. I use Megafiers from @SpookyCat for morphing (close to 80 custom channels per character) and clothing wrapping (with the wrap system in Megafiers). Even with all of that and with SSAO Pro, camera DOF, bloom, and other effects on I can still get 60+ FPS even on older systems. Mobile I don’t mess with, so of course as you say it has to be a lot less render-heavy.
I very occasionally show screen shots here because I generally try to keep the games I make separate from my developer profiles. It helps in a lot of ways, especially when people in my game’s communities go Googling, they might find me in here complaining about them (haha!), or discussing how to do things in my games, and I just don’t want to deal with that so I don’t say what games I work on. I’ll be happy to show some other shots of specific areas of the models if you’re interested in anything like that, though.
Yup, that whole post answers what dullman was asking. That’s pretty much it in a nutshell.
I don’t know if they would work because I made my own, but I assume Real Eyes would do the trick. There are some other eye assets in there, too. Do a search and you’ll see.
I had the same problem. What I did was:
Make the EyeReflection material all transparent.
Set eye ball with the Eye material
Made my own texture for the Cornea material, like the one I have included here.
To correct the EYE, i do the folling procedure, maybe this can help others:
Change the settings for Cornea Material and EyeReflection Material only, put the eye on both texture and set shader to standard, transparent and with tilling and offset values as below:
There should be a material and texture called “lash” or something close. Make the texture transparent (alpha from greyscale and alpha is transparent is good enough usually) and make the material transparent ( and make sure that it is using the transparent texture). Then just make sure that you are actually using that material on the figure where the lash material is and it should be fine.
Thanks Ony ! I think you like the work that guys from SALSA3D are doing with my suggestion to use DAZ3D characters. A new plugin for DAZ3D with full lipsync with audio is comming !
I found what I think is the easiest solution: find the eye material and change the rendering mode to “cutout”. I used this for my player models and each time it worked.