Fuse Character Creator

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hey THANKS guys for all the info, tried out daz over the weekend with what came with it, tried exporting out a simple fbx, no real luck comes out all torn and pieces missing, any chance someone can give a quick rundown on what it might take to get a workable fbx out that can be sent to another program (ikinema) to be animated ? tried a lot of variations sure its simple.
also why totally resculpt the character, i am pretty sure daz or any number of other programs could be used to drop the poly count ? sure you have a good reason, just curious. got fuse characters in animated with no problem to ue4 also no issue with autodesk character creator. obviously daz looks like you could buy your way into almost endless possibilities with morph kits.

You don’t have to buy shapes beyond the base male/female body and facial shapes, for that matter the female and male Genesis actors are the same model but reshaped, and the only reason to buy anything after that is for the convenience of someone else doing the work for you that you could have just as easily done yourself.

For example if you want to keep all things inside of DS you could export a target you are working on to an app like say 3ds Max and then import your changes as a new target and inject it in to your edits and keep going from there.

As for Polycounts yes it’s a bit high at 42k but still inside the ballpark as to get things down to where you need it to be but even then that represents the opportunity to scale the quality of your game between those who want eye candy by trading performance or for those who want performance over quality of art.

At 42k UE4 can easily handle that amount of load. Think about it it’s “only” 43k as compared to the megabytes of textures you will be applying and way below the 3 megs of detail data in an environment like Elemental or that of any of the sample files.

So the count it’s self is not the problem but rather how to scale quality based on player choices are. In the case of performance over quality it would be a simple matter of using the primary model slot for the quality and then use the LOD 1 slot for the low detail that can be biased as a choice between the two options.

Tomb Raider as an example uses performance versus quality biasing as a “feature” where the player decides for themselves if they want blowing in the wind hair or the efficiency of mesh based hair.

Granted it’s just my opinion but the days of over optimizing the quality of the art are long gone as in most cases the software it’s self can manage the needs of optimization for performance for you that includes performance scaling as a feature that will allow your game to run on hardware specs far below the minimum specifications.

As for getting the FBX into UE4 directly from DS the problem is probably with the FBX version being use to export the model. Since I generally go from 3ds Max to UE4 it’s not a problem but since UE4 uses the most up to date version you might need to import first into an app that supports that version or use one of the many different converts available that will allow you to go from one version to another.

I’m sure thought the Daz 3D is aware of whats going on so if they are keep I can see them updating in the not to distant future.