Daz for games / Decimator

vanth_catervavanth_caterva Posts: 0
edited November 2012 in The Commons

Hi,

I am a bit puzzled by Decimator and the "Daz for game" bundle...

http://www.daz3d.com/shop/game-developer-kit-for-daz-studio/
Daz for game's cost is 149 Euros

http://www.daz3d.com/shop/texture-atlas-for-daz-studio/
Texture atlas costs 0 euros

http://www.daz3d.com/shop/fbx-plug-in-for-daz-studio/
FBX costs 0 euros

http://www.daz3d.com/shop/decimator-for-daz-studio/
Decimator is 99 euros

So bundle's cost is higher than unit price ?
Am I missing something or is it a mistake ?

Also, is Decimator working fine with all figures ( Michael 4 / 5 , Victoria 4 / 5 , various Genesis monster...) ?
How much is it efficient compared to 3DSmax decimator equivalent ?

Post edited by vanth_caterva on

Comments

  • ChoholeChohole Posts: 33,604
    edited December 1969

    Moved to The Commons, as it is not a notification of a product for sale.

  • SzarkSzark Posts: 10,634
    edited December 1969

    FBX and Texture Atlas comes with Daz Stusio 4.5 Pro.
    Decimator is a paid for plug-in.

    Decimator works on all figures as far as I can tell. I just tried Genesis with a M4 mat applied and saved out as OBJ with no issues at all. I also treid V4 with no issues either.

  • vanth_catervavanth_caterva Posts: 0
    edited January 2013

    Hi again, sorry for reviving this thread, it is still about decimator.

    Does it works with any character based on Genesis => (troll, werewolf...)

    Can someone give me a model lowered to 15k polys exported as fbx ? I would like to see how much work I will need to do once I have my decimated model to integrate it in a game engine.
    It seems that fbx exporter is great with normal models, quads, bones ect are well defined, but I want to be sure that it is the case for decimated models too.

    That would really help me, since product price is really high for me.
    Thank you :)

    Post edited by vanth_caterva on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Giving you a model, even one reduced down in poly count, would be a breach of licensing. Decimator should work on any product you can load into Daz, be it a prop or a figure. Posting an image of a final figure wouldn't be a breach though, so perhaps someone can accommodate you in that regard.

  • ChoholeChohole Posts: 33,604
    edited January 2013

    No one can legally give you a model, whether it is altered or not., as per the DAZ 3D EULA

    https://helpdaz.zendesk.com/entries/123876-what-is-daz-3d-s-end-user-license-agreement-eula

    particularly this part

    3-D Model(s) is provided for User's exclusive use. User does not have the right to provide the 3-D Model(s) to others in any form or on any media.

    And this

    non-transferable and shall only be used by the Licensed User. User may not reverse engineer, de-compile, disassemble, or create derivative works from the 3-D Model(s).

    Post edited by Chohole on
  • vanth_catervavanth_caterva Posts: 0
    edited December 1969

    Damn, that sucks :/

    So maybe you can answer these question then :

    What are the difference between a decimated and a non decimated model once exporter in FBX format ?
    I mean, is the skeletton valid ? Are the quad still well defined (model needs to be animated in the end), or do I need to retopo it ?

    The product seems too good to my eyes, so I am trying to check what could be wrong - it could actually fix all problems I have.
    I am trying to determine how much work will be needed once a dcimated and exported (fbx) model will be imported in 3DSMax.
    The goal is to have it in a game engine of course.

  • TotteTotte Posts: 13,955
    edited December 1969

    Damn, that sucks :/

    So maybe you can answer these question then :

    What are the difference between a decimated and a non decimated model once exporter in FBX format ?
    I mean, is the skeletton valid ? Are the quad still well defined (model needs to be animated in the end), or do I need to retopo it ?

    The product seems too good to my eyes, so I am trying to check what could be wrong - it could actually fix all problems I have.
    I am trying to determine how much work will be needed once a dcimated and exported (fbx) model will be imported in 3DSMax.
    The goal is to have it in a game engine of course.

    I would just buy it if I were you, test it, and if you're unsatisfied, return it within 30 days. I've used it to get low poly figures into Vue and for it me it has worked as expected.

  • FSMCDesignsFSMCDesigns Posts: 12,752
    edited December 1969


    The goal is to have it in a game engine of course.

    Make sure you have either this
    http://www.daz3d.com/commercial-game-developer-license
    or this
    http://www.daz3d.com/indie-game-developer-license
    if you want to use any DAZ mesh in a game engine for none personal use.

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,237
    edited December 1969


    The goal is to have it in a game engine of course.

    Make sure you have either this
    http://www.daz3d.com/commercial-game-developer-license
    or this
    http://www.daz3d.com/indie-game-developer-license
    if you want to use any DAZ mesh in a game engine for none personal use.

    Plus remember the game licence is for DAZ3D Vendored items only!

    This license is good for DAZ 3D owned models ONLY! (Vendor=DAZ3D)

  • wancowwancow Posts: 2,708
    edited December 1969

    Damn, that sucks :/

    What sucks is that this has to be explained over and over and over again to people... just wish there was enough common sense to understand what thieving is...

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Are the quad still well defined (model needs to be animated in the end), or do I need to retopo it ? In my experience all decimator functions produce a triangulated mesh.

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