Modern, indie-friendly, full featured character creation pipeline - is it a utopia?

Can you follow up why you excluded Daz3D?

OK since I love to tell stories assume that this is not a sales pitch but the first correction is unlike the other solutions Daz3D is a “company” that sells usable art assets across many different industries via the means of using Daz Studio as the pipeline between various applications where you harvest what you need that is not an obvious push button solution based on a single market use. OK so the first step in getting a handle of this beast is to first download Daz Studio, the application, and then buy the asset product that best fits your needs as part of your project and harvest the assets you actually want to make us of.

Using your list the first starter product you should be looking at is the Genesis 3 frame work (note I did say framework :wink: ) and that is free *mostly.

Fancy or not out of the box DS scales as to need

With the G3 framework you have access to both and once again harvest what you need. We don’t need facial animations but have gone with bones just because it’s there and best fits Epic’s current FBX animation pipeline. (few other reasons as well)

Using the G3 framework you can export just the arms for 1st person or even the head if you want to Lego different heads onto different body shapes. With the purchase of a few other assets 10-20 characters in one scene would be a good start.

The G3 product comes with a basic set of textures but inexpensive add on’s are available (note I did not say cheap :wink: )

Don’t get me started. G3 is like playing dress up Barbie.

Sure.

But

Our character developers have leveled up by using the GoZ bridge to import back and forth between Daz Studio and Zbrush but Blender would work fine by reimporting targets and using DS’s morph loader tools.

DS does have some animation tools but we use a totally different animation pipeline.

Once again totally different pipeline but once again DS does have tools available for this. DS loves plugin’s by 3rd party though

At the moment there is a bug in the export of the G3 framework that causes the mesh to spike due to the custom weighting being used, that seems to “only” show up in UE4, but is an easy fix by exporting to 3ds Max first but we have been using G3/DS now for about two years and have yet to come across a deal breaker.

OK when it comes to Daz3D licensing gets a bit strange as they are not out to sell you programs and applications but art assets at reasonable prices so a lot of their base products like Daz Studio and the G3 framework are free and you “only” pay for what you use. If you want to use 2d rendered assets the license is only the cost of the product you buy and licensed in hand so if you hang your own stuff off the G3 framework there is no additional cost but if you have to add the raw asset to your project there is an additional fee. Not going to talk about fees as they are always changing and if Daz3D products break into the game industry I would expect the fee to be dropped in favor of selling more art assets.

Well as luck would have it I’m not a programmer but a designer and a bit more in that I’m the content and asset manager on our team. My job is to look at solutions that makes other on our team jobs easier and working with our character designer Daz3D > Daz Studio > Genesis 3 is the only single character development pipeline out there that functions based on the demands on what we want to get out of it and not settle for what the application forces us to accept as a push button solution. Content creators hate ready mix. :wink:

To sell the point we did not just poke at it but spent at least 2 years to make a decision based on discovery and not assumptions based on first impressions.

A bit of bad news is Daz Studio does have a “high” learning curve as it is “not” a single industry solution but…

The thing about a character development pipeline is it’s not a single off the shelf solution that is even available at this time or even comes close to what the G3 framework offers that the other products “say” they will or might offer one day as it is a product available now to fit the needs and demands of the high end, high detail, market that can “scale” down when there is to much that is very well suitable to the content development pipeline.

To add a bit of development pathology to the mix code is about making it work to day content is about the iteration process of how it needs to work days before release and that part of the pipeline “has” to scale and grow over time.

In this case using the G3 framework all things “only” have to work with a single channel solution that covers everything and the more we hang off the framework the more we can recycle to make additional and unique characters.

Then again to put it into a different perspective.

Saying that content envelopment is easy with a push button app would be like saying coding is easy because we have blueprints :wink: and if it did you probably don’t want it. :smiley:

Just saying.