BTW Does it can sculpt like Zbrush too? ![]()
Itâs called full-screen anti-aliasing (FSAA) or multisample anti-aliasing (MSAA). This makes poly edges
appear smooth. This is a hardware feature of your graphics card. Without it, edges will appear jagged,
even for high poly models.
If you play games, youâve probably seen it in the video control settings before, listed as
2x MSAA or 4x MSAA.
Iâm sure you can enabled MSAA in Unity somehow.
Daz Carrara is really a strange toolâŚThe fbx was shot in versions earlier than version 8. But i still dont like it that much. Even Hexagon is a pain to work with. I will stick with the tools i know best!!! Ones you dont need to fight to make 3d models!
Hey thanks for this tutorial! Iâve been screwing around with it for a while and have never quite liked the results. Often when I used Texture Atlas, it would assign the textures to the wrong place and Iâd end up with a shirt that had the entire texture, including the skin and everything. Have you encountered that problem?
Thanks for sharing this! Now I have a renewed hope in using my poser characters in Unity ![]()
Hi
Thx for great tutsâŚ
I will need to do animations from Poser, so which process would be smartest?:
DAZ (Decimater) > Poser > Unity
or
Poser > DAZ (Decimater) > Unity
Guys dazstudio became free so can anyone explain me so is it free forever to use or only free for limited time then you have to buy it later?
Free is free!
Version: 4.0.0.343
Date added: August 04, 2011
Price: Free
Itâs a basic version without any of the extra tools found in Pro or Advance.
There is a Daz Studio 4 Pro, and a Daz Studio 4 Advanced version. This thread has more information:
http://forum.daz3d.com/viewtopic.php?t=170823
DAZ Studio has always been free. They have a scheme much like Unity where you can use a stripped down version for anything you want, including commercial, but if you want all the bells and whistles you have to shell out money. Unlike Unity I can buy individual add-on for Studio such as the animation tools and whatnot that come standard in the Pro version. It would be like just buying the features you want to use in Unity Pro like real time shadows without buying the entire thing.
Hello!
I am on my quality problem again.
I have decimated a model in DAZ studio again, created a LOD, etc, according to your tutorial.
Because I thought it was a light problem, I inserted the model into the nice bootcamp demo in Unity3D, thinking that the light would be perfect to make my model look as it should be.
But the quality is really different than I what I expected.
http://imageshack.us/photo/my-images/207/compare1.jpg/
Would you be willing to provide me a hint of where to start looking for what I am doing wrong?
This would be really nice.
Thank you.
Hermann
You canât expect to achieve good lighting results with just one directional light. Emulate what photographers have been doing for years, try a 2-3 light setup.
To get started, put in one directional light, create another light and point it directly the opposite direction of your main light. This is your back light. Set the back light to an âunnaturalâ color, like red or purple. Then add a third light perpendicular to the main light. Try different values for that. Mess with different intensities for all those light and the ambient light. Youâll get something nice. If you have pro, try a slight bloom. Turn on anti aliasing.
Furthermore, the screenshots youâve provided are clearly using non-directional, view-dependant lighting, which is good for âlooking atâ models. You can tell by looking at her protruding bones under her neck. That shading would imply the light is below the bones, in front of her. But if that the case, her cheeks wouldnât be darkened. If you really want this type of shading, some custom shader is probably going to be needed.
Thereâs also a great pack of âskin shadersâ on the asset store, that might make your job a whole lot easier.
Thank you for your reply.
I was trying to achieve a look like the soldier, and the soldier appears to be relatively independend from the light, am I right?
When I add additional lights to the bootcamp demo, I will always be depending on having the lights this way.
When you talk about âthe screenshotsâ, which one do you mean, please?
The left one is from within Unity, the right one is from within DAZ.
An update:
With the 2-3 lights approach, I get a good result, but can you please tell me why the other objects in the bootcamp project have a great look even without this approach?
I think the answer to this question may broughten up my understanding of this problemâŚ
Greetings,
Hermann
The jagged edges are simply aliasing - iâm not sure if unity supports antialiasing, but the daz renders most definitely do, and it will be hard to compare an offline render from daz to a realtime render without some fancy post processing being done. at a minimum youâll need anti-aliasing and probably need / want proper hdr / bloom and some other filters on the realtime render as well (depth of field / etc) before youâll come close to what even a default daz render can do.
Iâm also using daz for characters (clothing, hair, morphs), my pipeline is to export from daz (Iâm using the 11k base, the 4k is nice as well) in fbx format, which I then load in max and clean up. the model was rigged in max and then saved to fbx again.
By âcleaned upâ, the default daz models have too many materials for my liking, so Iâve combined a bunch of them together, streamlined the material setup quite a bit and then rigged the model and exported for the âgame versionâ.
Iâm still investigating what the best pipeline for getting morphs into unity is - found a couple of scripts that look like they might be a good starting point ,but not 100% sure as of yet.
The biggest issue youâll have with daz content is in the hair content - the vast majority of daz hair is just simply too high poly to come across well into a game engine - even with the decimator. By the time you have it low-enough poly to be useful in a game engine, the hair will barely resemble the original.
Thank you. I am glad that I am not the only one fighting with it.
Another issue is that my hair (not mentioning the quality change that you talked about) is off most of the time for me (flying around the hip or so), and I have not found a way to fix it.
It does not have to do with being mis-parented. I checked it, and it was attached to the head in DAZ.
Also, my textures are off for some morphed figures.
Itâs all not really easy.
Thank you for this tutorial. I too got the pro version not long ago and was wondering about this myself.
My question is Ultimate Unwrap the only software that works well with this? Or is there a free software that can be used? And if so what would you use if you were using free software?
I watched your vids and I have a few questions.
-
You said you bought Digami Game Developer Pack witch includes Decimator for DAZ Studio Then why did you need to use Ultimate Unwrap in the vid?
-
Witch the new Daz3d Pro changing the new Smart content tab have you had trouble using the old content created for the characters that are not Genesis?
-
Did you find any good tutorials for working with the new Daz3d 4 Pro? Though I have had good help on the Daz forums I cant find many video tutorials.
-
If you havenât know any tutorials are you planning on making any more?
If you can could you please add me to skype: crong6131
Im having some of the same issues with exporting the texture atlas from Daz Studio 4. It seems like theres a transparency issue I could be wrong but for some reason my models are exported and imported with the same issue like the eyes not having color? and Im not sure how to fix it, if anyone can help?
I did change the eye texture material to a particles shader (Mobile > Transparent > Additive) to see if the eyes are there and they are, they are just not colored and the clothing has no transparency in them as well? The export from daz also exported (from texture atlas) 3 textures just like the videos in this post.
Does anyone know why this happens?
As for the other question in this post on lighting you can use Beast Light Mapping which is available in Unity (free pro) that will light your scene very nicely and there are plenty of tutorials around for that ![]()
Here is one to get you started
I dont think the issue your having is lighting though I believe its the same issue Im having. Does anyone know how to solve this transparency issue? or not having color in the eyes? I could also be totally wrong about it being a transparency issue and need some help.
Below is an image from daz then an image from Unity

I updated the post here.
http://forum.daz3d.com/viewtopic.php?t=186623
I cant wait to see your next div.
Could you please take a look at what we have so far and post anything that can help both the daz and unity communities.
DS4 replaces the ultimate unwrap workflow. Will be publishing a tutorial soon on my blog
