How to create environments ?

iiZombie

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Hi guys i recently finished characters and storyline now i need to know a way to make environments such as office , room or school
Finally thank you all ❤
 
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Winterfire

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Environments such as those you have described are either full models (a single mesh) or a composite (modular pieces) and both can be used in a scene editor such as DAZ3D.

When it comes to full models (a single mesh), you usually just import and set it accordingly to your scene (scale, lighting, maybe extra items, etc.)
Whereas modular pieces (walls, windows, floors, decorations) allow you to reuse those models to make multiple rooms.

You can make those yourself in software like Blender or purchase/download them around.
 

iiZombie

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Environments such as those you have described are either full models (a single mesh) or a composite (modular pieces) and both can be used in a scene editor such as DAZ3D.

When it comes to full models (a single mesh), you usually just import and set it accordingly to your scene (scale, lighting, maybe extra items, etc.)
Whereas modular pieces (walls, windows, floors, decorations) allow you to reuse those models to make multiple rooms.

You can make those yourself in software like Blender or purchase/download them around.
Thank you i think i will go for blender
 

iiZombie

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Jan 11, 2019
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Environments such as those you have described are either full models (a single mesh) or a composite (modular pieces) and both can be used in a scene editor such as DAZ3D.

When it comes to full models (a single mesh), you usually just import and set it accordingly to your scene (scale, lighting, maybe extra items, etc.)
Whereas modular pieces (walls, windows, floors, decorations) allow you to reuse those models to make multiple rooms.

You can make those yourself in software like Blender or purchase/download them around.
hi again i hope you can help me again .
i found apartment on Daz 3D Shop and i bought it the problem is i can't put the characters in it any idea ?
 

Winterfire

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So it has an indoor but it is difficult to navigate inside... That sounds like something you can fix by scaling the asset, then.

I would have presumed that an asset from DAZ would be scaled at human size but if that is not the case, just scale it yourself.
 
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Porcus Dev

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yeah it does but the control is very difficult
Normally you don't have to resize anything if it comes from the DAZ shop or other DAZ (or Poser) specialized sites.

Can you be more specific about your problem?
You load the scenario and the character, and then you have to move the character in a specific area of the scenario; what's the problem, how fast is the character moving? Is it slow? If so, what are the specifications of your computer?

To improve performance, you can try going to the "Edit" > "Preferences" manu and in the "Interface" tab change "Display Optimization" to Best and put "Texture Resources" in Performance.
 
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polywog

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You can use a whole list of different tools in your workflow pipeline.


make your backgrounds in one program, your characters in another program, your audio in another...
then it all goes together in th game engine to make the final product.
giphy.gif
 

iiZombie

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After about 3 hours of rendering here is the result

what do you think about it ?
MC_In_His_Room.png

any idea to improve the render and make it faster ?
 

Winterfire

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It is too grainy for a three hours render imho... Definitively would not be usable in a real game unless you are ready to face a lot of critique about it.
 

79flavors

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Just a small note from someone who's barely done anything in Daz...

A common issue I've noticed other people talking about is hair... and how sometimes things go wrong if the primary character is moved around within an environment.

The general advice (and please, someone correct me if I'm wrong) is to position your character within Daz at the origin point (0,0,0) and then move the environment into position around your character. Not the other way around. It might sound harder to do it that way, but apparently it can avoid a mass of headaches.

Since you're just starting out with environments, I figured it would do no harm to suggest something which might make your life easier in the future.
 
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iiZombie

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It is too grainy for a three hours render imho... Definitively would not be usable in a real game unless you are ready to face a lot of critique about it.
I've tried to put it in the game but it looks like it's a small scene .
wtf iam out
 

Winterfire

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any help with that problem ?
Upon creating a ren'py project, you choose a screen resolution (Example: 1920x1080), that means that in order to fill the whole screen space, your render has to also be 1920x1080.

-Edit-
Keep in mind that a higher resolution = longer to render.
Given it took 3 hours to render that, your machine might not be fit for rendering after all.
 

iiZombie

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Upon creating a ren'py project, you choose a screen resolution (Example: 1920x1080), that means that in order to fill the whole screen space, your render has to also be 1920x1080.

-Edit-
Keep in mind that a higher resolution = longer to render.
Given it took 3 hours to render that, your machine might not be fit for rendering after all.
is that mean i need to re-render the scene ?
 

Winterfire

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is that mean i need to re-render the scene ?
You need to re-render the scene with the same resolution as the one you chose in Ren'Py.
Before doing that, you should ask someone good with DAZ to help you with the settings though, a three hours rendering should not look that grainy, there must be a few wrong settings that someone might help you fix.
 

iiZombie

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You need to re-render the scene with the same resolution as the one you chose in Ren'Py.
Before doing that, you should ask someone good with DAZ to help you with the settings though, a three hours rendering should not look that grainy, there must be a few wrong settings that someone might help you fix.
Unfortunately I don't know anyone but thank you
 

Porcus Dev

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First it would be nice to know which GPU (and VRAM) you have because 3 hours to render this scene seems a lot.

If the scene doesn't fit into your GPU's memory (VRAM) then DAZ will render per CPU, which is much slower. Without seeing the whole scene, your scenario doesn't seem very complicated so you would have to have a GPU with very little memory to have that problem.
If that isn't your problem and you are rendering for GPU, the problem of dots in the image could be due to lack of lighting.
When the light doesn't reach all the places in the scene, or reaches through bounces, DAZ has a hard time rendering it (it takes much longer) and the result can be those points in image.
It is usual (especially at the beginning) to render the scene with the lights that the stage itself already incorporates, but those lights are not always the best; you can solve that in several ways:
- One of the most used tricks (if you can) is to remove the ceiling from the stage and use a "Dome" light (HDRI); that light comes from the 360º and will give you a very good illumination that will not produce those dots.
- Adding more light to part of what the stage itself has. Personally I like to use "emissive surfaces" instead of DAZ's own lights (spotlight).
You can use the "3 light points" photography system that is sometimes mentioned... I use and normally add one (Grid SoftBox) or two (Grid SoftBox + RingLight); they are easy to use because you can move them as if they were cameras, and to modify the light parameters you have to change the properties in the surfaces tab (they also have another advantage... in certain moments where the light can be seen reflected in the eyes for example, there is a trick to make it not be seen :p)
- Intensify the light you already have on stage; this way everything will be brighter and DAZ will have less trouble rendering the image and you will avoid those dots... but the image will perhaps be too bright, so you may have to change some parameters in tone mapping to adjust it, such as ISO or others... or you can also retouch the final image with some editing program.

I recommend that to start testing with the first option, you will see that the change is significant and you will be able to compare the result in terms of rendering time and image quality.
And as soon as you can try the second option, it's my favorite :LOL::p
The third option... well, it's one more option but I would rule it out, the first two are much better.


Another thing I think I see in your image is that the texture of the character seems to reflect too much light (it looks like plastic); this can also increase your rendering times.
Preview Iray and then try to change some parameters in surfaces (skin) to see the changes... parameters like Flakes, Glossy, Reflectivity, ...
Although this effect can also be due to the fact that you use the light from the camera itself and because the character is so close, the light is reflected much more than in other parts of the scene (by the way, avoid using the camera's own light always; it should only be used in situations where, for whatever reason, it is essential... normally in very dark scenes, and even so, if it is used, it is usually done with very low values, such as 0.010 or 0.020).
 
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