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Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine. This one is 16,828 polygons which is less than both Michael 5 and 6.News, Help, Resources, and Conversation. This one actually is more efficient on polygons than past models. We move on to Michael 7 with a hair style, and three pieces of clothing. LOD 3 - 6,288 Triangles, 3,144 Polygons (definitely some artifacting here fortunately this would not be noticed far away) The I selected the Genesis2Male.shape to use with SimpleLOD. Let's drag it into a Michael 6 folder in Unity. I fully expect to see the polygon count to increase with each generation as they offer more and more detail. We can see from that export that Michael 6 is 21,098 polygons where as Michael 5 was 18,872 polygons. I have setup Michael 6 with the same quantity of clothing and hair as I did with Michael 5. 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.Īs 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. I went ahead and disabled the clothes and hair. 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.Īt this point I am going to use a tool known as SimpleLOD on the Genesis.Shape which is the body. I will make a tutorial focusing just on the eyes. The eyes can be tricky and don't import correct into Unity. I have changed it from white to red in the following image. I changed it from a very light gray to a red here so you can see it better.Ĭornea in this case is the section where the iris should go. It doesn't actually need a texture since it is just a transparent color. The Tear is the simulated moisture at the bottom of the eye. If you look at some of the shaders related to the eyes you'll notice that no textures were actually applied to the shader. 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. Yet if you were to look at the back of this figure the back of the hair looks good here. So you can see that back hair looks off here. Hair and eyelashes can also be an issue too with default shaders as they are not double sided. It doesn't always handle the materials ideally for Unity as the following image shows, especially around the eyes. I only mention it here as it is going to be the focus of one or more future posts. We will not be doing all the tricks to do that in this most. When making a game you want to get the number of draw calls as low as possible. If we were to leave it like it is this would take 13 draw calls to render this character. The materials it created for this were 13. I dragged the FBX file onto a Michael5 folder I setup in Unity. These are both things we will want to optimize if we are going to use them in games. The hair here is 127,614 polygons which is insane if we wanted to use this in a game. Though we can also see how crazy and inefficient the hair is. When exporting it is important to remember to select everything.įrom this we can see that the base figure is 18,872 polygons. I will add simple hair and simple clothing to each figure. 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. 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*).