That is an important point you bring. Hypothetically porting over Ocean´s big DAZ library to Unreal or another render program would be time consuming as hell. While for instance houses, rooms or so are rather smoothly porting over, characters, esp. highly modified ones, can be really tough.And only if I were 100 percent sure that the new tool fully meets my needs, that I have mastered it enough to replace my old tool without loss of performance, that I am fully aware of all the limitations and weaknesses of the new tool, I would let myself to think about switching to it.
I remember Ocean was talking about having a library of DaZ3D assets that was about 700GB in size. I'm sure he'll have a lot of fun porting this library over to the new 3d development environment, if that's even possible, of course.![]()
That would be a dream! I am a newbie at 3D stuff and do much by trial and error, but there are operations even the experienced users have to chew on.But I’m a totally clueless in your fancy 3d modelling business, maybe such things are done there at the snap of a finger![]()
For us newbies, if you have a couple good assets (luckily there are quite a number of freebies to get from EPIC and some other places. And these freebies are actually useful unlike the joke DAZ delivers with the program), templates and blueprints, you are quite good to go and can get decent renders out, even homebrewing with it without knocking your head at the walls. It becomes clear rather soon that Unreal was developed with game design (among other things) in mind unlike DAZ.
Kitbashing/homebrewing rooms, areas and stuff with DAZ is ok, but is really easier with Unreal, since "level design" is very much part of Unreal. Not to forget that it is also used in part for architectural things. It shows, even if it gets more complex the deeper you dive in. But as said, even a newbie with some creativity and assets can get out some decent results.