![]() If I took one of your models, put it in a setting, did a toon render, you're saying that the resulting image could not be used in a VN? Or you're saying that the model itself can not be used in a 3D game engine? Some clarity here would be helpful. Our executive team understands there is a great need here, and that is about all I can say. I am the guy who does that here.ĭAZ_HakDragon wrote:As for using our models in games and interactive 3d applications, currently, our license doesn't allow this. As for DAZ Studio importing Google's "3D Warehouse" objects.I will put this in as a feature request for the next version of DAZ Studio. All I can say is create a basic figure, and then keep experimenting! You will develop a technique you like, it is exactly like Photoshop in regards to trying different things and experimenting.Īs for using our models in games and interactive 3d applications, currently, our license doesn't allow this. Toon rendering is one of the things where DAZ Studio is way ahead of our competitors in features and options. ![]() The pwToon product is also very cool, and comes with a bunch of interesting presets and styles. I would recommend altering texture maps, or simplifying things to base colors if that is the effect you want.Īs you can see, there are a lot of ways to achieve a variety of effects, and you can get pretty good ones out-of-the-box with just basic techniques. There is a basic "toon render" style in DAZ Studio's rendering options, which does a pretty good job for a one-click solution. ![]() Toon renders! Ah yes, I love all the options we have in DAZ Studio to do toon rendering. Any thoughts of doing that with y'alls products? The last time I tried this, the example file took my breath away, but I can't say any of my own work was quite so successfulĪlso, I've noticed many engines now accepting import from Google's 3D Warehouse so if you're on a limited budget you can spend on the big items (like characters) and economize on background objects. Of course, with this type of workflow, you would be exporting your Bryce height field and importing, so your materials, trees, and other assets would not survive the trip.so there's a bit more work and coding involved.ĮwanG wrote:Daz - I think something a lot of us would like to see would be some tutorials showing how to get a good cel-shaded effect out of Poser/Daz3D. I know Dark Basic has this as a demo application, and there are a couple other packages out there that showcase this technology. If you are not afraid of a little coding, there are more and more solutions appearing out there for "walk around the height field in 3d" appearing in many of the game creation packages. I would love to see something that you could import Bryce terrains and walk around them in 3d, and be able to drop that into a game engine painlessly and without coding. ![]() With Bryce, the easiest work pipeline would be to use your terrain as a top-down rendered image, and walk across that. There are some "quick fix" solutions, such as Dark Basic or the scripted Crystal Space engine. With game engines, we're not yet at the point where you can drop-in 3d art assets and go. I was wondering what's the easiest to use in terms of importing your 3D model and using it as a base to walk around in with a generic third-person sprite. DaFool wrote:I want to try out Bryce, the problem is I want to make any environments created with it 'walkable' and I am intimidated by the game engines out there. ![]()
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