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FPSC Classic Models and Media / Decimator reduce your poly count

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Teacher
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Posted: 31st Dec 2010 18:38
I've been a lomg time user of fpsc and daz studio, it would be nice to use the two together. Unfortunately Daz models are way too high poly.
Daz have released Decimator which claims to reduce the poly count dramatically - has anyone ever tried it?
Here's the link if you haven't seen it.
http://www.daz3d.com/i.x/shop/itemdetails/-/?item=10673&_m=d
Happy New Year to All



Bugsy
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Posted: 31st Dec 2010 19:02
wow, daz software looks awesome. what's the approximate polygon count of an average character export?

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Teacher
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Posted: 31st Dec 2010 19:07
It is fantastic stuff, but the learning curve can be a pain.
As far as I can see, you can specify the level of poly reduction you wish to apply, and can even set a target number of total polygons.
Question is, does it work with fpsc?



rolfy
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Posted: 31st Dec 2010 19:17
If you reduce a poser/Daz model from the average 50,000 to around 10,000 polys which appears to be the best reduction it will achieve without the model collapsing in on itself you wont be able to animate properly and the poly count is still way too high. I actually dont know why they are punting this as a game option as the demonstrations I have seen reduce to 20,000 polys and its way too high for even the best engines. It would be of use for static objects but nothing beats modeling yourself for the best topo.
OK for scenery but for characters its next to useless.
Teacher
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Posted: 31st Dec 2010 19:21
I thought the character reduction would be too good to be true, even without the rigging issues that would probably follow. I would want to use Daz content more for vehicles (static),other props or maybe buildings. Sounds like Decimator might be worth a try. They have it on sale for $30 US at the moment.
Maybe, maybe...



rolfy
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Posted: 1st Jan 2011 00:26 Edited at: 1st Jan 2011 00:28
Just a heads up before you go any further not all Daz products are available to be used in this way for your games.You are not allowed to use models you bought from Daz3D.com but only those bought through developer.daz3d.com as the price includes the game license...the license is "per game or project" you would be able to buy a model, create any number of derivatives and use them in your game or multiple games. The only restriction is that you may not modify the model and then SELL the derivative works. (models) You are free to sell the game or project, just not the derivative works as "digital goods"
All other Daz products are usable for 2d renders only.
Teacher
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Posted: 1st Jan 2011 00:32
A timely and absolutely correct reminder. Daz has a huge developer and user community and developers can be contacted to check and clarify restrictions on use.
My main use so far, is for cutscenes and front end graphics, both of which are comfortably within the approved use criteria.
If a Daz artist were to approve use of content in fpsc, it would be interesting to see how it looked; which is where I'm coming from with this.
Almost New Year here; is that a 'hurrah' I hear?



rolfy
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Posted: 1st Jan 2011 00:45
Had a quick look tHrough their developer content and its got very little in the way of props, mostly characters.
If your looking to do cutscenes (which is well within the rights of the regular license)you dont need to be using poser/Daz developer models but I can understand your need to get these lower poly to optimise for render times, and the decimator would work for that.
Teacher
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Posted: 1st Jan 2011 17:20
Thanks for the help Rolfy; I've been using Daz for a while on our other software, and thought it would be a good idea to use it in the games projects; so far just for front end and cutscenes. Using content in game was just a next step, if it proved feasible.
There is actually quite a bit of content for Daz, even without the likes of Renderosity.
Back to the grindstone, and thanks for the help.



CoffeeGrunt
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Posted: 1st Jan 2011 18:25
Quote: "I actually dont know why they are punting this as a game option as the demonstrations I have seen reduce to 20,000 polys and its way too high for even the best engines."


UDK uses player meshes at around 16K polies, 10K is probably average for newer game engines.

Bugsy
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Posted: 1st Jan 2011 19:28
Mirror's Edge's Characters were anywhere from 8k to 12k (thats what it says in the content browser) so if I were to do something like it, than using decimator to lower 50k polygon characters to 10k polygon characters would very much be helpful. while 10k polys may be a bit much for FPSC, in UDK it's perfect thanks for the helpful link!

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Teacher
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Posted: 1st Jan 2011 19:31
@Bugsy
My pleasure - hope it goes well!



Wolf
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Posted: 1st Jan 2011 19:45
You can reduce you're Poly Count with the "Direct X Tools" plugin in Milkshape



-Wolf

God Helps the Beast in Me!
defiler
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Posted: 1st Jan 2011 21:03
You could try Action 3d http://www.thegamecreators.com/?m=view_product&id=2095

Current Project: Lost Contact: Station 7
CoffeeGrunt
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Posted: 1st Jan 2011 22:09
Quote: "You can reduce you're Poly Count with the "Direct X Tools" plugin in Milkshape"


Only thing is alot of people don't use Milkshape for high-poly modelling pipelines.

Wolf
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Posted: 1st Jan 2011 23:16
Quote: "
Only thing is alot of people don't use Milkshape for high-poly modelling pipelines."


I wouldn't recommend it either...but its still a nice handy tool for importing Statues/furniture into FPSC that come from high poly Websites like "Archive 3D".

I reduced a 55k Model to 900 Polys and it does still look good.

Not trying to Hijack you're thread @Teacher.



-Wolf

God Helps the Beast in Me!
rolfy
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Posted: 2nd Jan 2011 00:48
Yes you can decimate character meshes, the point however is that all poly reduction tools reduce the mesh to tri's and there is no real control over this, resulting in bad topology for deformation if animating.
I think my entire point is being overlooked however that only a few of the thousands of Daz models are available for game license use. You cant just take any Poser/Daz object, decimate it and throw it into your game as most of it is licensed for render only, the availability may of course change in future and much more of it added as designers see the profit in doing so. However I see the present ones are around ten times more expensive for game use, its still a bargain for the quality of some of the work on there, I still maintain though that animated character use is pointless if decimating and only good for static models.
The whole point is this is FPSC so reducing a character to 12000 poly's is not a real prospect, UDK/Unity may be different but not what I am discussing here on the FPSC forums and the topo issue remains whatever engine yu use.
Teacher
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Posted: 2nd Jan 2011 09:28
@Wolf, no hijacking going on as far as I can see, just a good informative debate! Thanks for sharing.



Bugsy
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Posted: 2nd Jan 2011 16:50
well than for static characters for screenshot compos, this would be an excellent tool!

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Wolf
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Posted: 2nd Jan 2011 18:13
Quote: "well than for static characters for screenshot compos, this would be an excellent tool!"


And of course all sorts of entities.



-Wolf

God Helps the Beast in Me!

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