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New Game Ready Content from Daz3D and BAG

by Jondo · 08/18/2010 (3:50 am) · 23 comments

I'm glad to be finally writing this blog! There's been a lot of talk in the industry lately about Daz3D's new game-dev-friendly licenses for their 3D content... That's because its BIG news to us indie developers! I've had to bite my tongue to not chime in before now. I wanted to wait until the official launch of these figures, because tangible items are much easier to describe than non-existent ones (even on the Internet!).

Today, we launched a new line of game-ready characters and other 3D content to inhabit your game projects with. We've partnered with Daz3D to adapt some of their top content for easy integration into game engines, with a focus on Torque3D. I wrote a blog about it, here it goes...

For those that don't know Daz3D, or need a reminder: They are one of the largest 3D Art brokerages on the web with a focus on high quality, Poser-compatible figures. It's said, that their figure, Victoria 3.0, is the most sold/supported 3D model in the world!

Our endeavor with Daz started back in March 2010, at GDC S.F...

www.brokeassgames.com/images/Daz3D_grc/dazGDC.jpg

Ari, our CEO/lead dev, was really pushing that we “Go talk to Daz and check out what they were working on...” At the time, I honestly thought, “meh...”, I wasn't that into it. Although I have loved Daz's work for literally a decade, we'd been losing ground in that sector trying to get such titans of the industry (at the time, Poser) to go game-ready. As you may have seen us ranting about, BrokeAss Games has been in pursuit of the indie-game-content “Holy Grail” since the beginning - which is Daz3D/Poser quality content (and that type of animation pipeline) to use in our game development.

Turns out, that's exactly what Daz had in mind too! Their big announcement at GDC was "New EULA Makes Renowned Figures and Content Available to Developers". Finally!

This got our attention and we started a whirlwind romance with Daz...They raised the stakes again by releasing a toolset to further facilitate the game-ready direction, which is pretty incredible, in my opinion.

We did some prototyping early on, but now it was time to really decide how we would approach the job.



What app pipeline do we use?
We start the process with the Daz/Digimi toolset and spend a good amount of time in the Decimator. The key here is to use the “weights” which sets the influence of the poly-reduction per surface group. This is how you can get figures that appear to be much higher polycount than they actually are. The sweetspot for me was 15k-20k polygons. My rule of thumb was “reduce the polys until I lose too much fine detail, then scale it back up.” That's an over-simplification, but basically you've got to get it as low as you can, while retaining quality polyflow.

www.brokeassgames.com/images/Daz3D_grc/decimator1.jpg

Technically speaking, we were still missing some functionality and wanted to avoid some pitfalls associated with COLLADA import, such as the Y/Z up solution. We still had some technical specs we weren't meeting, like group/texture naming, scaling, vert tweaks, re-weighting, various pixel pushing, etc. We kept the pipeline close-to-home and opted for the DTSPlus Exporter for Milkshape3D by ChrisR as the final output to Torque.

www.brokeassgames.com/images/Daz3D_grc/ranger%20fegmo1.jpg

Once we had the assets in that world (MS3D, Fragmotion, UU3D)... Things fell into place for us and we began to work on game-ready animation libraries for each of the skeletons we set out to support (V3, M3, V4, M4 – all different, and all worth supporting due to the amount of killer content for each.) Thankfully retargetting animations is an option these days (*COUGH* EcstasyMotion), which really sped this up. DSQTweaker came in handy too, throughout the process. Ha! I'm loving these shameless plugs...

What sort of polycounts do we target?
We shot for 20k poly top levels of detail, with a hard max of 25k. With today's engines, and more-so if you are developing a singleplayer game with low-to-moderate amounts of “mobs” on the screen at one time, any less would just not do you justice. You get that “AAA” look and the engines eat it up, as long as there are proper LODs, and a reasonably low number of render calls. Minimum poly count came about organically at around 15k. So, with 7 LODs these figures LOD as follows:

www.brokeassgames.com/images/Daz3D_grc/zombieLODsm.gif
V3_ZombieMale - 15k poly TOP LOD

900 pixels or higher 15k
700 pixels or higher: 10.5k
400 pixels or higher: 7.5k
300 pixels or higher: 6k
100 pixels or higher: 3.75k
001 pixels or higher: 1.5k

Note: I will most likely add a lower poly bottom lod that is a simple cube for 1-10 pixel height range.


www.brokeassgames.com/images/Daz3D_grc/donkeyhole.jpg

How far down the rabbit hole do we go with engine integration?
After some trial and error, we settled on a pipeline and scoped-in the builds to be basic avatar replacements for the stock engines. With Torque, where there is a well-developed character system within the engine, basic avatar replacements are anything but basic. Blended animations, ground transforms needing to be just right, a built-in LOD system to support, and numerous in-engine animation calls all demand that a Torque avatar replacement be next-gen and designed to take advantage of these features.

With the tools and plan in place, it was time to deliver. Which, turns out, is really important when you have partners. To complicate things, we landed a notable contract gig to develop a prototype mocap- controlled game for one of our international clients. (More on that in a future blog...) Somehow, we managed our way through both of these projects (at the cost of some big delays to our own goals: Mack/Fack T3D port, and a little game called Ruin Online...).

Was it worth it?

Hell Yeah! Daz are great peoples, and this promises to be a strong alliance for us. We had the pleasure of sitting down to dinner with an interesting cross-section of the Daz team and their extended family, in L.A., a few weeks ago for SIGGRAPH 2010. Everyone from Daz QA techs, published artists and web guys to strategists, and executives. One big table, bread breaking... it was biblical.

And here we are at the end of the blog... I didn't really get to hype the figures themselves too much, hopefully what they say about pictures is still true... If so, here's a few thousand worth...

www.brokeassgames.com/images/Daz3D_grc/GRC_var_panel_logo.jpg

www.brokeassgames.com/images/Daz3D_grc/GRC_Ep_panel_logo.jpg

www.brokeassgames.com/images/Daz3D_grc/GRC_JoA_panel_logo.jpg

www.brokeassgames.com/images/Daz3D_grc/GRC_CK_panel_logo.jpg

www.brokeassgames.com/images/Daz3D_grc/GRC_Rng_panel_logo.jpg


You can purchase these figures for 30% off (introductory), and find out more about them in the Daz3D Dev store, here.


Peace!

Jondo



P.S.

Here's some more vids...



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#1
08/18/2010 (6:33 am)
awesome :)
#2
08/18/2010 (6:47 am)
Nice! Pure awesome with a heavy dose of wowowow! Great work guys.
#3
08/18/2010 (8:48 am)
Very impressive, guys! This morning I saw my Daz3D newsletter, and imagine how surprised I was to see the Toruqe and Brokeass logos there! It's very very nice to see Torque ready content coming out from such a large distributor. Hats off!
#4
08/18/2010 (9:37 am)
Yeah, I saw / tweeted this a few days ago and thought instantly 'this is a game changer'.

Always thought that all that daz/poser content needed to be game-accessible since there was some much of it! Great demos.
#5
08/18/2010 (10:44 am)
yea, the vids are realy nice too:) im sure i will buy one model soon. It looks exactley what i need for my project. Is the art source incloude? If i buy one, i need to change a bit the mesh and the textur. It should be unique for my project.
#6
08/18/2010 (1:10 pm)
Wow, that looks great!

Though Joan of Arc is a bit strapping for a 12 year old girl :P
#7
08/18/2010 (4:08 pm)
Great job guys, we've been right along with you about "Holy Grail" of game ready characters. We pretty much used a similar pipeline for our characters. Looking forward in seeing and hearing more. Congrets and best luck in the future!
#8
08/18/2010 (4:46 pm)
Thanks guys, for the encouraging comments!

@Daniel
Yes, art source is included (2D and 3D) that you can tweak, and in some cases, multiple texture sets are available.

@Steve
Oh how I love to read your posts, but when you turn the YorkshireRifle on me... well, I still love it. Some parts of her ARE historically accurate, but only by purchasing V3 Joan of Arc (GRC) can you begin to unravel the mystery!

Oh yeah... now that I got my salesman suit back from the cleaners... Did I mention you can get these for 30% off?

#9
08/18/2010 (5:10 pm)
Very nice to see some fellow indie devs taking big steps, and putting the hand were the mouth leads it. Gratz so much on dining with Dazzers :P

Does this also allow for them models being multimesh parts, were vert alignments and all work on export to torque?
And will it be possible to work with the UVW's. I always felt like much space was wasted in their textures.

Oh, btw; 15k polys per character, are you sure T3D can handle 32+ of those running around having fun?
#10
08/18/2010 (5:45 pm)
I have been waiting for this awesome development for a while. The Broke Ass Games guys have been working this technology for a long while and it is great to see it coming to fruition.

In fact that is how great I think this is - I had to resort to using a word like "fruition".

Broke Ass Kicks Ass
#11
08/18/2010 (10:34 pm)
@Christian

Thanks!

No problems with multimesh parts, vert alignment or smoothing in the DTSPlus exporter.

So far, so good with with the poly counts, they actually average 20k, though a few so far have been in the 15k range. Certain characters will be better suited for being the player avatars, and others like the zombies are more geared towards being mobs. On my system, I can do about 12 of the higher poly figures at close range, in advanced lighting. In basic lighting, I can do 24 mobs up close and still pull 60-70 fps. My system is 5 yrs old and a 512meg video card; its very system dependent.

www.brokeassgames.com/images/Daz3D_grc/epsilon_T3D_fps.jpg
If you have this many mobs on you and don't die, I call HAX!

www.brokeassgames.com/images/Daz3D_grc/basiclighting_T3D_fps.jpg
If I was in this situation, I would switch to basic lighting to survive!


@Paul

*Bows deeply*
#12
08/19/2010 (8:07 pm)
Wow, awesome tech guys. I'll definitely look into picking one of the models up for our game. How do you guys think this compares/fits in with your MACK?

Do I buy this instead as a higher quality base model?
#13
08/20/2010 (12:23 am)
Quote:Oh, btw; 15k polys per character, are you sure T3D can handle 32+ of those running around having fun?

I actually I hear this question quite a bit, now that we are moving into next-gen territory. This morning I was reading the August issue of GameDeveloper magazine. There is an article about Access Games' new title: Deadly Premonition. In the article they were nice enough to list some tech specs about their new player models (which look very much like Daz characters). So IMO, 10K-20K is pretty much standard for next-gen. The gaming world and Torque have come a long way since 1K-2K WoW avatars. It also depends on your game spec of course. Worst case scenario, I feel that choosing to use only the lower LOD meshes may be a possible solution.

Quote:
York's Character Model Specs
Polygons
13,000

Textures
2048x1024 (RGB: Color map, A: Alpha map)
2048x1024 (RGB: Normal map)
1024x512 (R: Specular diffuse map, G: Specular Intensity map, B: Ambient occlusion map)

Bones
141 (29 facial bones, 40 for physics calculations)

LOD
Two levels

Special shaders
Skin shader/Eye shader

We spent a lot of time researching next-gen game player models in the industry and seeing this made me feel like it was time well spent. I have heard rumors about skin and eye shaders being ported from Daz to Torque3D, but I haven't seen it first hand yet. Also, soon we'll be trying to take advantage of PerfHUD to further optimize our artwork.

Quote:
Wow, awesome tech guys. I'll definitely look into picking one of the models up for our game. How do you guys think this compares/fits in with your MACK?

Do I buy this instead as a higher quality base model?

On a technical level, currently, the Daz models are not as tech/feature rich as the MACK/FACK (we haven't released engine code to enhance these, yet). The Daz models are meant to be clean, simple to use and sexy. Currently, the code for the T3D port of MACK/FACK is complete, we are just finishing up some last touches on the art assets before we releasing it as a free upgrade to existing owners.

During the delays of the MACK/FACK port to T3D (mostly because of the Daz project and contracts) we started to re-think some of the advanced mechanics and how we would like to see the Daz characters treated in this aspect. We are currently developing a prototype for a new character system that far exceeds and still contains what we did in the MACK/FACK packs.

MACK/FACK started as a TGE product, then we ported it TSE and again to TGEA, and finally (still to be released) to T3D. The Torque engine has grown up so much that we felt it was time for us to look at the future as well. However, with a bit of work, the MACK/FACK code should be able to enhance the Daz3d characters. While designing the new system, we are trying to keep things as close to our past work as possible, but there will be some heavy changes that are needed to allow for the new tech.

I hope that answers a few questions, feel free to email us with any questions/hopes/dreams of how you'd like to see things take shape. We are driven by internal development needs (we make this stuff because we need it ourselves) and community feedback (others might need it too). Just remember, we're hoping for a widely usable system, we don't want to lock anyone into a "certain type of game".

Ari
#14
08/21/2010 (1:43 am)
This month's 3DArtist magazine has the complete 'native american' Victoria4 outfit with the 'village model(s?)', on it's included disc.
- It says it is worth $54.



#15
08/21/2010 (2:06 am)
@eb

I'm not sure which exact product it is, but there is a "Native Cheyenne Village" on their non-dev site for $34.95, and a few related figures - might be a bundle of the set. I would check the included EULA, as they are, most likey, not licensed for usage in games, as they do not appear in the Daz Dev store.

Jondo
#16
08/21/2010 (2:52 am)
Oh, I won't be using them for anything..I just thought it might be useful to someone.

& yes, the native cheyenne is shown on the disc case..
www.daz3d.com/i/3d-models/-/native-cheyenne-village?item=10848&_m=d
and this:
www.daz3d.com/i/shop/itemdetails/?item=10819

I assume the EULA is on the disc. (I rarely use an included disc.)
#17
08/21/2010 (5:31 pm)
Oh, not workin' on a Western title? ;)

These products do not appear in the Daz3D Dev store, where all their game-licensed content is displayed: http://developer.daz3d.com/

I'm fairly certain they fall under the "render-only" restricted-EULA.

Jondo
#18
08/28/2010 (1:52 pm)
I bought the "m4_epsilon" model :)... i can say i be full happy with. It works well in T3D. Also i can manipulate it in Milkshape. Good work, I really can use this model for my project. Just need to do some changes, so that it will looks a bit more unique.
#19
08/29/2010 (5:24 pm)
@Daniel

Great to hear! If you have any questions about modding/tweaking him, just email jon AT brokeassgames DOT com. Judging from your thumbnail, you're well on your way to making him look unique...


#20
08/30/2010 (10:38 am)
did a 2. model, cloned from the M4 Epsilon model
here the pic:

http://www.qpic.ws/viewimage.php?file=/images/LT964515.png
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