- Aug 11, 2021
- 38
- 25
In a previous thread, I wondered about possibilities to procedurally randomize content in modern game engines. So I've been experimenting with importing DAZ models in Unity and see what Blendshapes and procedural textures (Substances) can do. Here's what I ended up with after a week or two.
As you can see, I'm using a stylized/cartoony look. I put together a collection of DAZ Morphs that allow varying the model, and in Substance Designer made a substance from scratch. Then I made a script to randomize it all. I've never programmed in (Unity's) C#, I'm still finding my way around.
Animating these models *should* still be possible even with the different mesh body sizes using methods that modify/retarget existing animations in runtime. It's on my to do list for this experiment, but first I want to tweak the texture randomizer more, add different hairdo's,... I did already succeed in getting a clothes set, making sure all relevant morphs also exist for the clothing items, and have them follow the randomized character mesh morphs.
Having fun! =D
imen
As you can see, I'm using a stylized/cartoony look. I put together a collection of DAZ Morphs that allow varying the model, and in Substance Designer made a substance from scratch. Then I made a script to randomize it all. I've never programmed in (Unity's) C#, I'm still finding my way around.
Animating these models *should* still be possible even with the different mesh body sizes using methods that modify/retarget existing animations in runtime. It's on my to do list for this experiment, but first I want to tweak the texture randomizer more, add different hairdo's,... I did already succeed in getting a clothes set, making sure all relevant morphs also exist for the clothing items, and have them follow the randomized character mesh morphs.
Having fun! =D
imen