In this tutorial I am exporting from Michael 5 (built off of Genesis), Michael 6 (built off of Genesis 2 Male), Michael 7 (built off of Genesis 3 Male), and Michael 8 (built off of Genesis 8 Male). It is my thought behind this tutorial to show the differences in what is exported between the generations, as well as where some additional texture information is available for these.
Michael 5 (Genesis)
I will add simple hair and simple clothing to each figure.
When exporting it is important to remember to select everything.
From this we can see that the base figure is 18,872 polygons. Though we can also see how crazy and inefficient the hair is. The hair here is 127,614 polygons which is insane if we wanted to use this in a game. These are both things we will want to optimize if we are going to use them in games.
I dragged the FBX file onto a Michael5 folder I setup in Unity.
The materials it created for this were 13. If we were to leave it like it is this would take 13 draw calls to render this character. That is for one character. When making a game you want to get the number of draw calls as low as possible. We will not be doing all the tricks to do that in this most. I only mention it here as it is going to be the focus of one or more future posts.
It doesn't always handle the materials ideally for Unity as the following image shows, especially around the eyes. Hair and eyelashes can also be an issue too with default shaders as they are not double sided. So you can see that back hair looks off here.
Yet if you were to look at the back of this figure the back of the hair looks good here. This is because the shader is not double sided so if you are going to use this hair you will want to use a double sided shader with it.
If you look at some of the shaders related to the eyes you'll notice that no textures were actually applied to the shader.
The Tear is the simulated moisture at the bottom of the eye. It doesn't actually need a texture since it is just a transparent color.
I changed it from a very light gray to a red here so you can see it better.
Cornea in this case is the section where the iris should go. I have changed it from white to red in the following image.
The eyes can be tricky and don't import correct into Unity. I will make a tutorial focusing just on the eyes. I am not going to show anymore about the eyes in this tutorial as that was beyond the scope of what this tutorial is about which is primarily to compare the different generations of models in terms of poly count and Unity.
At this point I am going to use a tool known as SimpleLOD on the Genesis.Shape which is the body. I went ahead and disabled the clothes and hair.
I select just the Genesis.Shape.
LOD 0 - 37,744 Triangles, 18,872 Polygons
LOD 1 - 18,664 Triangles, 9,332 Polygons
LOD 2 - 10,542 Triangles, 5,271 Polygons
LOD 3 - 6,097 Triangles, 3,049 Polygons
We will use SimpleLOD more in later tutorials to merge a lot of meshes and reduce the complexity and number of materials required to optimize the figures more for game play.
As to the eyes, I will do a tutorial just on them, but as for my own games we'll likely delete the eyes and use our own version of them.
Michael 6 (Genesis 2 Male)
I have setup Michael 6 with the same quantity of clothing and hair as I did with Michael 5.
We can see from that export that Michael 6 is 21,098 polygons where as Michael 5 was 18,872 polygons. I fully expect to see the polygon count to increase with each generation as they offer more and more detail.
Let's drag it into a Michael 6 folder in Unity.
I turned the clothes and hair off again.
the I selected the Genesis2Male.shape to use with SimpleLOD.
LOD 0 - 42,162 Triangles, 21,081 Polygons
LOD 1 - 19,367 Triangles, 9,684 Polygons
LOD 2 - 10,853 Triangles, 5,427 Polygons
LOD 3 - 6,288 Triangles, 3,144 Polygons (definitely some artifacting here fortunately this would not be noticed far away)
Michael 7 (Genesis 3 Male)
We move on to Michael 7 with a hair style, and three pieces of clothing.
This one actually is more efficient on polygons than past models. This one is 16,828 polygons which is less than both Michael 5 and 6.
LOD 0 - 33,656 Triangles, 16,828 Polygons
LOD 1 - 17,596 Triangles, 8, 798 Polygons
LOD 2 - 9,890 Triangles, 4,945 Polygons
LOD 3 - 5,732 Triangles, 2,866 Polygons
Michael 8 (Genesis 8 Male)
This time we do the new Michael 8 figure with hair and three pieces of clothing as we did with the others.
This appears to continue the trend we saw with Genesis 3 of actually reducing the number of polygons and triangles required by the figure. This one only has 16,196 polygons which makes it the least amount of polygons so far.
LOD 0 - 32,292 Triangles, 16,146 Polygons
LOD 1 - 19,497 Triangles, 9,749 Polygons
LOD 2 - 11,503 Triangles, 5,752 Polygons
LOD 3 - 6,961 Triangles, 3,481 Polygons
Past Daz 3D/Daz Studio Tutorials
- DAZ3D-DAZ Studio - Genesis 8 Male/Michael 8 figure released today... first look [3D Character Models]
- DAZ3D-DAZ Studio Genesis 8 Male/Michael 8 - NSFW version includes male Genitalia
- Importing Daz Studio Characters into Unity - Use them in your game... Unoptimized version
- DAZ 3D: Releases new version called Genesis 8, and Victoria 8...
- DAZ3D - Introductory Post - Use it for still images, videos, and even game development...
- Game Development - My Journey To Daz Studio - and how I plan to use it in Unity
- Daz 3D - Figures - Different figure appearances - nude also will show anatomical add-ons NSFW