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Stephanie Dejoode

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Jul 9, 2024, 3:31:26 AM7/9/24
to vanccofrioce

Disclaimer: I've done what research I can, so I know that if I were to use Daz figures I'd need to pay a $50 license for every single model, morph, hair, clothing, or prop I use in the game.

I'm a bit of a newbie to game development and going through tutorials atm. I'm thinking down the line when I want to experiment with NPCs or a third person player character.

I have zero background with 3D modeling and little time or interest to learn on top of Game Development, so looking for any reasonable shortcuts to aspects of game dev I can, specifically character models.

I have a lot of assets from Daz 3D I've used for comic reference, and wondering if paying $500+ in Licenses for what models I have is worth it compared to hiring out somebody to make models for me.

I'm going to start small, use stuff like Make Human and all that, but if I ever get to the point I want to make a game with more unique looking models, I'm wondering if using Daz as a shortcut is worth the $$$ compared to hiring a freelancer (as I have no time to learn the 3D modeling aspect myself).

Appreciate any advice. I've tried to look up games that have used Daz models but almost exclusively just find goofy porn visual novels, so any *actual* 3D games that have used Daz models to look at would be great.

Udemy Learn To Make Epic Low Poly Scenes In Unity Intermediate


Download File ->->->-> https://xiuty.com/2yLDjO



first you must choose what "game engine you gonna use" if you gonna crate yourself one which based on what you told probably is the "less likely" to do, then we go to option 2 choose a already existing game engine to make your games:

unreal engine - you can make your game "without have to pay anything to use the engine "until the game is ready to sell, then you must pay each 3 months(or quarter) 5% or 10% of all your gains with the game, like if you gained 100 dollars, then 5 or 10 dollar you have to pay to epic each 3 months(just a exemple), this "payment can be avoided if you manage to release your game in the epic game store, then you only need to pay the 12% of the store but any other store you have to pay the "store +plus epic 5 or 10% value for exemple if you place your game in steam, you have to pay a initial feel of 100 buckets to have the game accept, then each 3 months(or each month, don't recall now), you have to pay 30% of all the gains to steam then 5 ro 10 more to epic, which means around 35 to 40% of total gains, this will be diferent for each store.

unity - have 2 ways one which is each month you have to pay i think is 15% or something like that of your total gain and the other way is paying a annual payment, which i don't recall now which make you free to have to pay anything else, then you must choose what you feel is better for you.

well for "daz characters" i do feel which unreal is the best option because for "realism, pc and AAA quality games, unreal is the top dog, while for mobile, 2D and less high ending machines or modest games unity is the best, godot could be the "middle ground" or the i don't want to expend any money and want to save much money as i can.

i'm using daz character, well when comes to "cost, what i love in daz compared with others places like "iclone" without any effort is the "price" even "interactive licenses time to time get some discounts, last "end of year" interactive licenses get a 70% discount, then what is matter is more "time" just wait for a proper time where the licenses are getting a discount like 50 or 70% and go for it, also again price is the strongest point of daz compared with others places, maybe unreal market unity market you can find more "deals" with modular characters.

About the license it's only required to buy the license when you are about to "release the game" if you already have tons of models and morphs and others stuffs you can already pretty much start to work now and when ou are nearly close to "release the game to sell" then buy all the licenses or as i told wait for "good sales" like end years sales to get the best discounts possible.

what make for me daz one of the best option is which currently is the only one which allow you to export "morph targets with the character which is very important if you want "allow character customization".

now some important notes, the big issue with "daz characters" is which you must be carefull while wanting to use "hairs or cloths" because many daz hairs and cloths are strong high poly ( i means hairs going from 100 to almost 1 million vertices or polygons which is insane for game), almost goes the same for outfits some artists in daz really love "high detailed stuffs" like even the small piece of the cloth will be "high poly" then becarefull when looking for outifts, because you can easy get stufh with outfits around 100k+ polygons, which while maybe 100k could be be "big like that" you must remember which you also have hairs and the cahracter naked body and weapons and props and scenes and imagine a full let's say 1 million polygons character alone because of the outfit and the "hair alones" goes high it would make the game have only the character and nothing more in game because no game could run this insane stuff unless it's pre-rendered pictures, then while daz character base is not really that heavy in poly count, you must pay attention to the "extras" specially the ones "more detailed and cools" because normally that ones are the most omg polycount, for exemple those days i found out which a "bikini armor" with some details here and there was almost 300k polygon, again a "bikini armor" with just few pieces here and there, like a neck and some armsbands, then becarefull.

in the end what is matter is how much you are willing to afford to make the game and how much knowledge you have and how much "free time you have expend in the game dev, specially if you are going to work alone then you must really be ready.

well to give a proper answer to your question i would say "yes" as long you know what you are doing and not just add stuffs just because they "look cool or awesome" and have in mind which 3d game is different from 3d render, because while the early you need to be carefull with polycount the later no and you can get really bad stuffs to work if you wor only with daz stuffs.

i also remember seeying 2 "horror" games with daz characters but don't recall names, they are really few because the lack of "game content" once daz is more "heavy worked around rendering than "game dev", then most of props, hairs and many of outifits are not "game friendly (too high poly count), making a little complicated to use daz for this, you must really learn who's daz artist is the most 'game friendly (making low poly or at last really under the 100k rule) to buy stuffs.

I'd recommend that you create a game you actually like playing, sincerely, using the DAZ Assets you want, and if you are really satisfied, sincerely, before publishing buy all the DAZ Assets used in the game, if & only if you can easily afford it because you know, South Park doesn't actually do sophisticated animation, modeling, or even script writing; so success is whaaaaatever, but you should have fun regardless.

3D engines and full-on 3-D models are not the only way to use Daz for game creation. That's probably the most direct, brute-force way to conceptualize Daz assets into a game. It's not one that I'd choose to start with.

Visual novels, RPG Maker assets? Just render something, put the images into a game. That's probably the most powerful use for Daz. Render art, and use the art in a game. No 3D modeling required, much more limited set of licensing concerns (although all things legal have a non-zero set of concerns to think through).

well about going mod first, to be fair today you have really, really a lot of free tutorials in youtube, for almost all the top game engines and some of then like unreal are made to be "really easy to work with the blueprint system", the engine already come with a lot of things pre-coded making all you need is "to connect things" and know how to connext, and if you really need a very complex tutorial you can buy some online class like in udemy.com for a really cheap price, but i think youtube tuorials are more than enough for that, many, really many of the stuff i've learned aside the basic class lessons i get from my school, was from youtube, and it been helping me a lot, my only issue is really "being alone" make things really hard and the worst i'm a bit of perfeccionist or type of stubborn which put something on head i will full focus on it before goes to something else, then currently i'm stuck in learn how to make a "character creaton system like the sims 4 or black desert, where you can customize morphs and type of skins and cloths all that crap and it's not really being easy to learn since in this case i saw many different ways to do and so far none of then was really "complete as i wanted" all of then aways skip or miss one step which i would need and since each one follow a "different way" make a little complicalted try to merge steps from each other, then only after i can get over it which i will gonna go to my next step, which will be use the character in game, also my other big issue really gonna be the "level design" because i'm really terrible at it while i found some tutorials and in theory it's not "hard" the ammount of "work" and patience need here is not the one i'm the type of person to have, i'm really thinking in hiring or find someone to do that for me.

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