![]() ![]() On top of that, each morph is stored in its own Blendshape node (if you're using Maya). To give you an example, if you decide to bake morphs, your custom character is exported with no morphs that can be animated, but if you decide not to bake morphs, you end up with the default character and a bunch of morphs, even morphs that were already changing your character's shape and face. The problem is you can't decide to bake some morphs and export others (it's either all or none). This should be useful in cases where you want to be able to animate the face, for example. If you decide not to bake morphs, you will be prompted to pick which morphs you want to export. ![]() This may not be a big issue, but it would be a good thing to have that feature. The creation of the texture atlas is also automatic, so you can't control how much space a texture takes (unlike Daz Studio). In the export window, you can choose to compile a texture atlas, so all your textures are combined onto a single texture. When exporting, you can select a preset that fits your needs, or you can select the options manually. ![]() Poser Pro does offer a "Morph Target Analysis" option that will be used to retain some detail, but in my opinion, it's not a replacement for a fully featured reduction tool that allows you to control optimizations per body part. This is useful when you want to retain as much detail as possible on the face, but you don't care that much if the legs or arms have a smaller polygon count. Meanwhile in Decimator for Daz Studio, you can actually configure "weights" that allow you to preserve details in some areas, and reduce other areas more. You can only decide how many polygons you want, and leave the rest to the software. Poser offers a polygon reduction tool so you can reach the desired polygon count.Ĭompared to Decimator for Daz Studio, the Polygon Reduction tool is pretty basic, though. Depending on the game and platform, you may get away with a 15K-to-20K polygon character (higher number of characters appearing on the screen requires lower polygon counts), but in some cases, you must strive to reach around 5K per model. Above all, keep it simple, and don't try to make something too complicated, especially if you're either a solo developer or part of a small team.Īs you know, Poser figures are very high resolution to be used in a game (even if they have lower resolution than Daz figures). As I said before, I focus on 3d games because we don't have many 2d artists, so to us making 3d games may be slightly easier than making 2d games. I recently got myself a copy of Poser Pro 11, and now I am able to make a comparison between the two. At that moment, I had not tried Poser Pro for game development, so I couldn't compare them. New Poser Pro Game Dev includes a set of game asset creation tools including Figure Combining, Polygon Reduction, Unseen Polygon Removal, FBX import/export and Kinect for Windows® support, all designed to produce size-efficient 3D character assets and scene files for gaming and Unity®.A couple of months ago, I wrote about using human characters from Daz Studio in your games. Move on up to a new version of Poser! Now is the time with 50% off all digital Poser upgrades. This game dev version sounds very interesting with the 5GB Royalty Free content included that can be used in UE4.Īnyone else have the Game Dev version yet? If so - is it worth the punt at this price? ![]()
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