Do we really need 500+MB of skin texture files for EACH character?

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  • #2046271
    maryssmith
    Participant
    Rank: Rank-1

    I guess I am not the first one and only one to complaint about this: one thing that always annoys me about 3D human avatars is that, despite that there are so many models essentially sharing the same skin base textures and their only differences are morphs and face make-ups (perhaps including features like pimples, moles and freckles, which can be applied to the top of face base texture). One thing I am not sure is the skin color, but with some overlays one could also change the color from while to pink to yellow to brown to black etc. without taking too much extra storage as well.

    With this being said, if one only count the sizes of the morphs and face make-ups that make the models different from each other, they probably only contributes to less than 10MB for each avatar, while in reality the package for each avatar is oftentimes 500+MB, consuming an unnecessarily huge amount of storage in our hard drives. Say if you have 100+ avatars then you probably need 30~50GB to store them. But after all, just for myself, I don't think I essentially need more than 10 different base skin textures for my whole library and add diversified make-ups on top of these.. So ideally, the total storage space I need for 100 different avatars should be able to be limited to 500MB*10=5GB, plus various "morphs and face make-ups" which shouldn't take more than 10MB*100=1GB in total.

    In a nutshell, there is a huge amount of optimization work can be done in Daz's data structure system for Genesis series to save users' hard drive. But it seems that they are not trying to do so (No one wants to sell a model of 10MB for $3 with a 500MB dependence on another package. They would rather sell one independent package for $30). You know what I am talking about if you have a lot of models from VOOTW (I actually like VOOTW's models individually if I don't have to put them together)

    For example, here are 3 models of VO and you can see how much overlap they have (My eyes can't tell difference between any two normal maps on faces... and even if there is, is there a smart of avoiding 70MB for each?)

    VO textures

    #2046291
    gts6
    Participant
    Rank: Rank 5

    you could save considerable space by converting the PNG files to JPG, but then you'd have to update all the filenames in the surfaces. Surprised nobody has released a script to automate this yet. Or maybe they have and I missed it.

    #2046297
    eelgoo
    Moderator
    Rank: Rank 7

    That bloat is one of my gripes with G9.

    It is poorly optimised & totally unecessary for a decent looking skin.

    #2046307
    maryssmith
    Participant
    Rank: Rank-1

    I am not sure for diffusion maps how much info could be lost by transferring to JPG, but normal maps, which pays a major contribution to the total size of textures, has to be PNG (not working with JPG if I remember correctly)...

    #2046310
    gts6
    Participant
    Rank: Rank 5

    Ive done normal maps with JPG, and I noticed zero difference in quality. Of course, it also matters what settings you use when you make JPG, if you use extremee settings with lots of quality loss, then yes you will notice a difference most likely.

    #2046400
    Abad
    Participant
    Rank: Rank 5

    https://sourceforge.net/projects/icompress/

    Try Compression 80%, and New Dimension 100%.
    Check "children folders".

    #2046466
    Anonymous
    Inactive
    Rank: Rank-1

    Well there's nothing stopping you deleting the skins you don't want and think you will never use.

    Personally I've found myself using skins from about 20 or so different characters across various others - plus my own skins which are either fully custom from MR bases or modifications.

    I'll often dump the skin from characters that don't work in my usually lighting/alongside my usual characters as I know I'll be replacing it anyway...

    It's not like I'm paying for most of it anyway! 😂

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