I was looking for base models for general use (be it for pretty renders or game use), Daz has a couple base meshed that are decent. They have their problems, but their latest two generations (Genesis 2 & 3) have come a long way in terms of how their polygons are constructed.
I was planning to hire someone to do the small fixes to the models, BUT I was not too sure if the models are even that good compared to what else can be bought from other places, like from Turbo Squid.
Okay, lets say the models are decent (I think they are), I was figuring out which base model set to use. No doubt the Genesis 3 sets are good looking and reduce poly count from the Genesis 2 pair. The one advantage I see over Genesis 2, and this is hard to explain, but something about the model allows the muscle morphs to look so much better.
I am no modeler, so I was just looking for opinions on the Daz models for a base models, or should I ditch them and find other base meshes.
Daz models cannot be used in games. Their license forbids it. You can export them as an obj and use topogun to create your own meshes using theirs as a template. This is basically 3d tracing and is “technically” okay since they have know way of proving your polygons are based on theirs. Still kind of scummy unless you plan on completely sculpting them in Zbrush.
Daz might have a game license but there models exported as fbx (with skeleton) aren’t really good for games.
Sorry, i would like to add, there are good rigged base meshes of males and females on Turbosquid that will have game licenses which will keep you out of trouble if you ever sell anything.
I don’t know if you spotted this, but they have an Indie License for $500 which is only good for Daz content (no 3rd party store assets). You could look at MakeHuman for a free alternative to this and do some touch ups in blender on export.
First of all, you can use them for games, you buy a license for that type of use. It annoys me that every time anyone brings up Daz, people’s first advice is “you can’t use it in games, its illegal.” No, no it is not.
Which is why I said I was planning to hire someone to fix the model problems. I was asking how Daz models compare to other base models on the market, in terms on poly build and realism. A rig can be redone as can the weight map.
I took a look at genesis 3 topology yesterday… I know genesis 2 from a few years ago and gotta say, its definitely improved. Reduced polycount by quite a bit and optimized flow.
Triangle count for the naked body was around 34k I think - which isnt bad, but already quite high.
In terms of edgeflow and topology for animation, yeah its rather good. I found a few areas where I disagree with the way it has been solved (i.e. lower belly).
But all in all their topology is above average - as in, I havent seen better topology yet, except for my own models…huheuheue
But yeah laughs aside, Ive also checked makeHuman topology and have to say its definitely inferior. Its a topology designed for generic sculpting and not for anatomical deformation. I would stay away from that if you want to push the quality of your character movement and anatomy in game.
Cant think of any other option… turbosquid yeah, could find something decent in there, but with TS I always find its quite a gamble. Plus stay away from those super expensive all in one human sales, they are just daz stuff with a bit of extra work - at least thats how it looks.
tl:dr: Daz is good in terms of topology, but only use it as a base, I find most of their final character designs/models are pretty lame and uncanny.
The Gen 2 models (at base count) is closer to 22K, while Gen 3 is closer to 19K. When these models load in the program, their mesh resolution is set to high automatically, you have to switch them to their base resolution before exporting them out.
The guy who I was talking to about the changes, did say the poly count is high; said something it the count could be lowered and still hit realism
this model I found on Turbo Squid:
I can see what he’s getting at with his statement.
Are there any other problems you can see? I was looking to hire someone (I did find a guy), but I am having a hard time even listing what changes he could do. Like, I can see there are there “off” things with the Gen 3 models (the ears bother me, and there is something about the default eyes), but I’m having a hard time find the words to tell him to go the fixes. And I’m sure there are things only a 3d model pro would be able to point out. But if someone else can do the job, I would hire them for the given job.
I do like how the base models have that “neutral” look to them, makes it easier to apply morphs to them to get the look you want. Which I know I’ll have to get re-crafted once the base models get their changes.
I can see if I can make a review doc of that gen3 model analysing topology and giving comments when it comes do rigging and animation. Maybe that can help you identify your points and finding appropriate words to describe them.