![]() ![]() The "free" Daz Studio models are very high poly quad mesh and for game use you will have to triangulate, decimate and remove hidden polys. My application is virtual world which is slightly different from gaming. Fuse is intended to create animated characters for games. I'd say Daz Studio is better suited to creating a static 2D image of a person when you don't have a suitable model. ![]() They have similarities but are for different purposes. (check out our import documentation for more details) You can fairly easily import your own assets (bodies, clothing, substances) into Fuse, using all of its features for easy and customizable reuse of things you make one time. The licensing in Daz ranges and gets quite expensive if you want to use it to make money. All assets in Fuse (except for Valve copyrighted TF2 stuff on the Steam version) are royalty-free. Daz is geared toward single renders/videos (high-poly characters) where Fuse is geared for games. You can simply import any sbsar file to add it to the options for clothing. Fuse uses procedural texturing powered by Allegorithmic Substances. ![]() There are a few key differences between the two products (and there are a couple more competitors as well all with their own plusses and minuses): Just similar products with different workflows and focuses. Hehe, I see where you are coming from but thats like saying Maya is a ripoff of 3ds Max (had to look up on wikipedia which came first).
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