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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 24 6:27 pm)
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Been working really hard on how to use the texture atlas that comes with the game dev kit.
Many sleepless nights and help from fellow students at The Art Institute of Phoenix.
I ended up Decimating with DS3
Opened the DS3 model inside the newer DS4
Reason was to use additional feautures for the FBX Export.
Purchased Ultimate Unwrap3D Pro to get rid of duplicate unused textures.
naturally by watching the daz to unity 3d videos seen on youtube.
On initial import into UU3D
The UVs are cluttered and hard to read
If You Take the time then you can select and scale down the UVs to fit inside the small boxes
Once you scale down to your liking the you go to file export UV Map (BMP) choose 2048 x 2048
Notice a Pattern in the second row? I scaled down the UVs to fit inside the boxes seen in the UU3D editor. Each box or segment happenes to be 512x512. Which is perfect =)
Go to your image editor and drop in all of what you actually see on your model and scale those down to 512 x 512
From there on its a puzzle game and worth it =)
If you prefer to see a video on my pipeline send me a comment. Sometimes visual aides rule over text instructions =)
Reason for this madness is when you import inside UDK you get a character with alot of Material IDs and UDK loves to be naughty =(
So If you take the time you can narrow down 47 IDs to just 1 ID
Actor X is the stable way to get custom characters and Rigs inside UDK Not FBX
Unity 3D on the other hand imports FBX just fine. I was just wanting to optimize game play or performance. Same idea can be applied to Unity 3D instead of calling the vast materials originally on the model I narrowed it down to just 1 =)
Quick note
If your Character has no seam gaps inside UU3D then your safe. You may see some gaps when you import your refined model inside 3ds max. Dont be alarmed your character will appear 100% accurate inside UDK or Unity 3D =)