![]() ![]() The second way to bring in Daz characters is to use 3DXchange. Note: You can't increase the poly count of a CC character. The benefits of this are that as a standard CC character it can share clothing, shoes and accessories including all Daz Genesis clothing regardless of generation. If you use Character Creator 3 Pipeline's Transformer feature the Daz Genesis character will be converted to a standard CC3 Base character but will retain the look and textures of the original Daz character. One is using Character Creator 3 Pipeline and the other is using 3DXchange 7 Pro/Pipeline. As for export, do I need 3d exchange plugin to import daz models into Iclone or into CC? There are two ways to bring in Daz characters to iClone. ![]() Is Iclone character restricted in amount of polygons ? What if I have quite good hardware and need more details and my gear is ready to animate quality and mesh like in G8 I think Iclone should be more friendly towards high polygonal meshes(at least higher than it is). Some users have lot of DAZ assets, so for them it makes sense to keep using those. You also have to realize that CC characters are aimed at animation, so some optimizations are necessary to get real-time preview with reasonable character. I like the customization options of CC and with the upcoming SkinGen even more will be possible. Whether DAZ characters look better is a matter of opinion. I believe that RL is also trying to implement some DAZ features that are currently not transferred during a Transform operation (going from DAZ to CC). I don't use DAZ characters, so hopefully someone will give you a more detailed answer. If they are implemented as normal and/or displacement maps the result should be close. If they are in the mesh then you may lose some details, because CC characters are lower resolution. It depends how the details are implemented. You need DAZ 3D to export the character as FBX, so you will need to have DAZ 3D installed. Welcome to the forum! To answer your questions: 1.
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