Creating low poly people for scenes

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  • #1636135
    ulysses
    Participant
    Rank: Rank 3

    Anyone know of a good resource for crowd scenes OTHER than the billboard products from insta-crowd and now-crowd? I'm looking for low-poly people who still are 3d models (not billboards) and retain realistic renders unless they are close up in the render camera. Background folks.

    Something along the lines for what Dosch offers. But the Dosch objects seem awfully large for low-poly models (up to 60,000 polygons??? nvrmd, they're only 6K, not 60K). All the Dosch stuff I can find out in the wild is at least 4 or 5 years old. Anyone where I can find something newer?

    #1636141
    jrnkmail
    Participant
    Rank: Rank 3

    I haven't had need to try it out yet - I've been keeping this in a back pocket just in case I do - but as I understand it, instancing might be of use to you. Yes, you're basically making your own product but at least it will fit perfectly with whatever you're trying to do. It's probably not as useful if you're looking for a lot of variation in background folks, but for a scene filled with an army or a crowd of monsters it's supposed to be quite handy. Depends on the specifics of your scene.

    Maybe someone with actual experience using instancing could comment on that route.

    #1636145
    SonyTony
    Participant
    Rank: Rank 5
    #1636147
    jrnkmail
    Participant
    Rank: Rank 3

    Oh nice, there's lorez everything. Just type lorez into the search bar and a dozen products come up for weapons, animals, people, etc.

    #1636152
    globalrecession2009
    Participant
    Rank: Rank 4

    I know you said NOT billboards but here in the zone there is "Background People" by greenpots. These are flat images but its something you might want to look at.

    Just like you i wanted 3d people to fill my scenes but most of the low poly figures did not fit the desired look or feel that i wanted in my scene. Sometimes it felt more like i was creating a scene for the low poly people and not my character.
    I can not help you with find low poly figures but consider this idea as an option.
    My idea for extra people in my scene was to do is to make my own 3d people for scenes. It looks a lot better but as you know when you put a few genesis figures in a scene and it quickly use up ram.
    So what I do is create a Daz character with the clothing and hair I want and then put it in a suitable pose that will fit my scene. Then you convert the clothed posed character to a prop. By converting the figure to a prop you lose all the morphs and this saves you a lot of ram......and a figure prop loads fast.

    #1636153
    ulysses
    Participant
    Rank: Rank 3

    Thanks sonytony. I'll d/l one of them and test them. The renders look kinda lame in the images on DAZ, but might look better in 4.1x and iray. These products are old, so probably used Poser and whatever their render engine was 6 years ago. Predatron should update the images.

    Thanks globalrecession. I'm looking for a way to do it and still be able to change camera angles without having to remake something in the scene. That's why I don't want to use billboards. I can make my own, but it takes 10 minutes to redo the billboard every time I change the camera angles. If I have 5 billboards in the scene, that can start adding up. I'll give your prop method a try.

    #1636233
    SonyTony
    Participant
    Rank: Rank 5

    @ulysses

    Have a look at this, (https://www.daz3d.com/mattymanx/resource-saver-shaders-collection-for-iray)

    Look at the 16th promo for some good info.

    #1636292
    Abad
    Participant
    Rank: Rank 5

    As Legolas says, Decimator is what you need. And compressing the textures with some software or, online, https://compress-or-die.com is the one that offers the best results: The quality is surprising without artifacts.
    Ideally, pass them all to "webp", but not all applications support it. If you look at any package, the textures are what occupy the most, and if it is intended for a video game, it is absolutely necessary to control the textures so as not to consume resources. Perhaps more than polygons.

    #1636323
    ulysses
    Participant
    Rank: Rank 3

    Thanks Legalos. I have that in my archive but forgot about it long ago.

    Agreed Abad. It's a story I'm working on with scenes that need background characters in a city setting. Not for a game however, so I just need to get the scenes to render without DAZ blowing up.

    #1636325
    ulysses
    Participant
    Rank: Rank 3

    Thanks sonytony. I just looked and I have that as well.

    I'm a bit of a hoarder

    null

    #1636394
    Abad
    Participant
    Rank: Rank 5

    This is in Cinema 4d "Babina8". 15 minutes render with Arnold renderer. Alembic model.

    This "babina8" in Daz Iray: 1 hour and 5 minutes... Duf model.

    No postproduction in both. The problem is Iray!! 😀

    #1636410
    Bacon Smoke
    Participant
    Rank: Rank 3

    This is a lot to read, but it might be useful to someone.

    Don't forget you can also use Scene Optimizer (https://www.daz3d.com/scene-optimizer). What I did is I spent about 12 hours creating background characters (body, clothes, hair, etc). That seems like a lot, but if you figure all the wasted time trying to invent background characters on the fly, it is 100% worth it. I think I've made five dozen by now. I run scene optimizer on them and reduce textures by 1/16. It wouldn't look very good up close, but for a distant passerby they work wonderfully. And you can still move and articulate them in your scene. I save them as a sub-scene (some as individuals and some as larger groups depending on my needs). I even took a few and only reduced them by 1/4 or 1/8. I save those for an up close passerby. I name them all by numbers, so I can make a quick tally. "Oh, I've already used Man01 through Man21, Woman01 through Woman17 and Child01 through Child09." That way I know not to reuse them in a scenario where they would be recognized.

    Recently I even made specialized groups out of them. I have them all sitting down, or single file in a line, or just milling about. I then give them each three radically different outfits and hide two of the three (this way you can reuse the same character in a crowd scene). So when I pull in the sub-scene I have very little effort to set my scene up. So, maybe a day's worth of work (depending on how anal you are) and you can be ready for any type of scene at the drop of a hat. Maybe all this is obvious for a lot of people, but it has changed how I do scenes that need lots of background people. Soooo much happier/better/gooder.

    #1636541
    Frank21
    Participant
    Rank: Rank 5

    I have - LoRez Figures - Modern Males 1 - 4 by Predatron, no longer available for sale.
    Four figures and mats for changing the clothes and skins. < 3,000 polys.
    They're for Poser but you can use them in DS.
    PM me if you want.

    https://www.renderosity.com/mod/bcs/lorez-figures---modern-males-1---4/56937

    #1636580
    ulysses
    Participant
    Rank: Rank 3

    Thanks Chapter Hawk. I have that as well. I'll load it and give it a try.

    Abad, I agree that Iray is a mediocre rendering engine. Hopefully, the new version of DS will expand our options.

    Frank, thanks for the offer. I'm going to load all the tools I've accumulated and see what I can get out of those.

    #1636897
    amberleaf
    Participant
    Rank: Rank 6

    @ulysses

    Hey, have you considered using V4 characters? They're quick to render and low on resorses.
    Check out these 2 quickly done images and compare stats.

    Image 1 - Base Image.
    Geometry Memory Consumption - 131.8 MB
    Texture Memory Consumption - 1.39 GB
    Materials Memory Consumption - 1.88 MB
    Iterations - 456
    Render Time - 5 mins 59 secs
    Image 1

    Image 2 - Base Image with 4 V4 background models.
    Geometry Memory Consumption - 160.1 MB
    Texture Memory Consumption - 1.44 GB
    Materials Memory Consumption - 2.43 MB
    Iterations - 473
    Render Time - 6 mins 40 secs

    Image 2

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