Optimize for Game Development
hazneliel_cc85b88108
Posts: 114
Hello
Is there a way when exporting for game development to remove parts the body mesh from the character and just leave the clothing mesh? Since the character is wearing clothes it doesnt makes sense to have the full body mesh below the clothing, by only exporting the shoes, pants, shirt and the visible part of the arms and head would greatly optimize performance for game development.
Thanks everybody for any input on this.
Comments
I've never checked the actual mesh after doing this but I was under the impression the 'fuse clothing to body' option on export did that. The Decimator would bring more savings - you can generally decimate to 25% - 35% and the degradation of the mesh be mostly unnoticable, certainly to people that have never saw the original mesh.
Decimator, merge fitted geometry and exporting using merge clothing into eskeleton always leave the body mesh intact.
I need a way to remove the hidden parts of the mesh but havent found any option to do that in Daz Studio.
OK, well that's good information to learn.
How many characters will on on your game's viewport at once?
If you are going to use DAZ characters and on mobile generally about 4 characters decimated to 25% - 35% on HW that runs Android 4.4 1GB RAM or better is about good as you can do.
I don't know if you are messing with UE4 or Unity or what but they have Asset Stores with much lower polygon character models but the clothing is slim pickens. You can try BlendSwap but you are most restricted with Blender CC characters that have a distinct Blender cartoon style.
You can edit the meshes after importing them as FBXes into Blender and manually cull hidden polygons.
But when all is said & done I think if you are not too deaply into development of your game you procede with the limitations DAZ Studio export to FBX leaves you with and you hope that newer versions of mobile and desktop HW and game engine SW can handle these type model exports better.
Also, I read somewhere else in these forums that Morph Character System 2 will be along sometime in the near future and the tools offered by that will likely make for a much better pipeline between DAZ Studio Genesis 3 models (and likely Genesis 2 & Genesis) and MCS2 / Unity so I wouldn't waste alot of time worrying about hidden faces in your FBX exports.
Test please with another character first, because I asked about these option before,, daz support said me,, it is WIP.
but I use it when I need.
select your Actor, then set resolution level as base,, then go to geometry editor,,
set select option as poligon (not vertex or edge), then select poligons wchih you plan to delete.
then from option menu (r-click in the scene view, or r-click tool setting tab) >geometry visiblilty >hide selected poligon, first.
you may better check you actually hide only about poligons which you need not.
then finally from option menu> geoemetry editting> delete hidden poligons. it may take some minutes, and you can not Undo.. after DS delete poligons.
you can still pose figure, with fit to clothings,,, but I do not know, when you export it,, baked morph are still there as same as before.
and take care,, not overwrite figures by save as figure.
of course,, if you load the same figure again, (and not overwrite the actor data) you can re-start it withotu problem)
Thanks for your reply, I really cannot use asset store characters because they do not meet the requeriments for my project, not even morph 3d characters. So Im trying go with the Plan A which is to use Daz Characters
This may be the solution, Thannks! I will test this.