Optimization hair
rmandese
Posts: 14
Hi,
I buyed this product https://www.daz3d.com/classic-side-part-hair-for-genesis-3-and-8 but I viewed that the number of quads is too high and, when I import it in my Unreal Engine's game, the game in some scene go slowly.
I want to reduce polycount of this hair model with this plugin https://www.daz3d.com/decimator-for-daz-studio but it started from 584k quads and I don't know if this software can be optimezed this mesh to <100k . Alternatively I can buy another mesh model, but I want to know if this plugin can optimized this model.
Thank you in advance.
Comments
my experience with decimator would be "only use it if you want a "low reduction" i means anything above 20% reduction or reduce to lower than 80% start to get troublesome, decimator can easy break control morphs and do some big glitch, when you have "too high poly stuffs", my advice is just "avoid use too high poly stuffs, be hairs, outfits or props, while unreal can render it or export it, "for game design point of view" it will lead to your issue to low fps and high cpu/gpc and graphic usages, then "most of the hairs from daz" are really bad in general, because in many cases or they are "fibermesh or strand based or the new dforce hair or just really too high poly hairs, then making then useless for game dev and maybe even animation, they can be fine for static renders, you must search with caution hairs from daz.
a piece of advice would be go for "some old hairs" and use plugings to convert then to g8 characters, go for hairs from the "pure hair" line i don't remember if they are g1 or g2 but they are good, some few pa artists in g8 have some low poly hairs, like lady littfox
https://www.daz3d.com/lady-littlefox
(her old hairs before the dforce hair)
or also 3d universe
https://www.daz3d.com/3d-universe
or some old hairs from daz original (g1 and g2) like
https://www.daz3d.com/mitsu-hair-for-genesis
https://www.daz3d.com/radiant-jaguar-hair-for-genesis
https://www.daz3d.com/nordic-hair
few g3 and g8 hairs are also low poly
from this bundle:
https://www.daz3d.com/genevieve-7-pro-bundle
those are 2 good options
https://www.daz3d.com/nydo-hair-for-genesis-3-female-s
https://www.daz3d.com/hood-huntress-collection-for-genesis-3-female-s
for g8
https://www.daz3d.com/abigail-hair-for-genesis-3-and-8-females
https://www.daz3d.com/ktarya-bundle-for-genesis-3-and-genesis-8-female-s
https://www.daz3d.com/long-pigtail-anime-hair-for-genesis-3-and-8-female-s
https://www.daz3d.com/pippa-hair-for-cj-8
https://www.daz3d.com/savage-braid-for-genesis-8-female-s
and few others, the list is a little big but compared with the full daz library would be like 1% of all hairs which actually are good, my advice would be becarefull and try to ask to someone the poly count of the hair before buy, or find someone to make hairs for you for your daz character otherwise daz is really the worsth place for "hairs", they are too dense in general or in the case of the new dforce hair impossible to use outside daz.
Hello,
thank you for your answer and suggestions. I want to show you my preferences in base of your suggestion. Can you let me know if this products have low poly?
https://www.daz3d.com/rievel-hair-2
https://www.daz3d.com/michael-5-elite-hair
https://www.daz3d.com/scott-hair
https://www.daz3d.com/pure-hair-rock-n-roll
https://www.daz3d.com/funky-hair-for-genesis-2-male-s
https://www.daz3d.com/xavior-hair
https://www.daz3d.com/alexios-hair
https://www.daz3d.com/vivid-motion-pure-hair-rock-n-roll
https://www.daz3d.com/vivid-motion-pure-hair-rock-n-roll
This is an example for beard:
https://www.daz3d.com/unshaven-beard-for-genesis
I want to ask you if can indicate to me the plugin in order to convert g1 or g2 in g8 male and female.
Thank you very much for your help!
You could probably export the hair separately and then create the LODs in Unreal http://davidvodhanel.com/daz-to-unreal-exporting-clothing-or-hair-separate-from-the-figure/
Another thing to watch out for is some hair has textures that aren't a power of two. For instance a 4000x4000 texture instead of a 4096x4096. Unreal won't be able to make mips out of these and they'll run slow. They get collected in the intermediate folder for the character, so if this is the case you can resize and import them into Unreal again.