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File: KristenSporty.jpg (407 KB, 2880x3840)
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Previous: >>979755

Daz youtuber's and general guides:
https://www.daz3d.com/help/help-daz-3d-video-tutorials
Wpguru
Parmy
Travis Davids (Marvelous designer)
Thundornd
CgBytes
https://www.laylo3d.com/
https://thinkdrawart.com/
Kelvin Jin

Bridges: https://www.daz3d.com/daz-bridges
Suggested Blender Bridge: http://diffeomorphic.blogspot.com/

Similar programs:
https://www.reallusion.com/character-creator/
Makehuman: http://www.makehumancommunity.org/
Vroid Anime Tool: https://vroid.com/en/studio
Xnalara: https://www.deviantart.com/xnalara
https://archive.org/details/NSidedQUIDAM3Studio3.52011Multilenguaje(QUIDAM)

Hair Creation: (Being reworked?)

News: James Thornton, Leader of Tafi and Daz 3D, Named 2022 Utah CEO of the Year

Some anon created a cool morph. May require editing since it auto applies to any Gen8 female. Quinn -mega(.)nz/file/2qpGmDoD#YdTIb5G1dMRMnpPneyGGRpp5t5KUTC7glXwgu_daL_8
Fix in next post.
>>
To fix any ill-behaving morphs, do as follows;

1. Load your base figure or the developer version.
2. Select "Show Hidden properties" in the Parameters-Tab, drop down menu (right-click)
3. Zero the figure (Found in Parameters-Tab, drop down menu)
4. Memorize the figure (Found in Parameters-Tab, drop down menu)
5. File->Save As->Support Asset->Save Modified Assets

This procedure will zero the default value in the ill-behaving morph/morphs, and while saving DS also shows you a list of the morphs it is changing.

If the situation has not corrected, install your "Genesis 8 Starter Essentials" again and repeat the process, every line.

The only way to remove Amandha sliders from any and all of your G8F figures is to remove Amandha completely - The character is just a morph for G8F base figure just like (almost) any and all other figures for all Genesis 1-8 base figures, any and all morphs will be read and the sliders applied when a figure/character is opened/loaded/merged into the scene.

Usually the morphs have their default value set at zero, so they are not applied unless the dial is used to apply the morph, but some morphs/characters have been distributed with a non-zero default value and accordingly the effects will be automatically applied to any and all characters/figures (using the same base figure) opened/loaded/merged from then on - No matter if opening a previously saved scene.
>>
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I suppose a preview of anon's morph would help.
>>
Make your renders come to life with lumalabsā„¢ dream-machineā„¢ AI video.
https://lumalabs.ai/dream-machine
>>
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should i bother trying to learn weightmaps on skin so I can make things like skin impressions.. I thought I could just figure it out to make this grab ass animation way better but it was too difficult.. also the lighting in this video is fucked I tried setting the render limit to like 1000 but I guess it was too low light in the end. Also it's 2 clips I just put into 1 animation so that's why theres a stutter in the middle...
>>
>>987013
Impressive that you've done that in DAZ. Harness your autism and do it in blender.
>>
>>987013
I don't think the work to do this in DAZ is worth the end result. If you really want to do complex things, better try migrating to Blender as another anon said. If you're going to animate in DAZ, keep the scope of the animations as simple as possible.
Note: the animation would have been better if the girl hadn't been 100% immobile. In addition, you spent a lot of precious renders to make the animation of his hand going to her ass, you could have started the movement already near the part where he is going to grab her ass to save time and also avoid those mechanical movements typical of DAZ Studio.

>>987005
I've tried a render but it seems a bit pointless. Another AI application that people think has potential just because it's new, but probably won't be adopted except as a simple toy.
>>
>>987013
why is the light spazzing out
also if you want to animate just use blender
>>
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Toto aint bad sometimes
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What even is the point of Daz at this point?
Even the coomers are jumping ship since AI is easier and quicker at delivering their fap fodder
>>
>>987088
Video killed the radio star
>>
>>987088
DAZ is basically a poser and there will always be people interested in creating an entire scene with total control.
>>
>>987088
which pajeet farm is openai sending .5 usd to every month to get this regurgitated post nonstop?
>>
>>987086
I hate sharing the same planet with you.
>>
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>>987088
AI still can't do good, clear, consistent backgrounds.

I guess you could use DAZ for backgrounds and then make character cutouts with AI to put on top... but it's nice to have characters actually be IN the scenes, with shadows n stuff, y'know?

Also I have tried AI and it was fucking whacky with all the weird nodes and modules and shit you had to plug in. I'm sure you can follow a guide but are you really learning if you're just following instructions? Once you get the hang of it DAZ can be pretty fast once you get the hang of it.
>>
>>987103
Holy fuck that AC unit is so hot im gonnA COOOOOOOM
>>
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>>987013
Animation in DAZ is not the greatest but been trying it out. Its very old school but fun.
NSFW Link:
https://mega.nz/file/GR9lRRYC#elIxzZgrslcYPgXtjEO_zz0JNrxdPyFoqk8SEF9Bww4
>>
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>>987112
Very nice. Did you just do parameter settings for her breasts or is that some fancy dforce/weightmap thing?

I have watched some videos on weight mapping and gravity stuff, but didn't get very good results so I gave up.

I just recently discovered and started using ghost lights. I watched some videos on aperture and f-stop, so I "think" my lighting is improving. Lighting has been a constant uphill battle for me.
>>
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>>987113
>Did you just do parameter settings for her breasts or is that some fancy dforce/weightmap thing?
tried some fancy stuff. Didnt work out. So its just hand dialing and posing.
>Lighting has been a constant uphill battle for me.
yeah its a place that always can need some more work. Lightning is half the fun though so I enjoy it. Most people tell me my lighting is bad because its too dark and such but I just go with what I feel looks best.
>>
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>>987088
I can't play with dolls the same way with AI.
Plus it's genuinely soulless. Also, AI guro is still shit.
>>
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>>987114
I mean it's overall dark but doesn't that make it more of a darker atmosphere feeling? Also jeez those lasers, photoshop much or what? I really need to use Krita more eventually so I can post-process too...
>>
>>987125
yeah but people generally dont like dark lighting. Its the number one complaint I hear.
Those lazers are very simple to do in DAZ. Just create a good opacity texture for the lazer and but it on a plane. Then set the emission and attach a spotlight to the end for that DOT effect.
Then scale as you need and then you have a decent looking lazer. No post pros or such needed
>>
>>987138
ur tellin me those red dots are just really tiny spotlights? too funny, I would have never guessed
>>
>>987086
Kek i recognize that whore. From twitchthot to onlyfans whore
>>
>>987139
yep, and the lazers are just planes with opacity and emission. Keep it simple anon. No need to make it more complex than needed.
>>
>>987100
they do it for free
>>
>>987113
Decent lighting is an art in itself and requires a lot of study and practice. But for depicting everyday scenes that are not intended to be epic or super detailed, you can achieve totally acceptable results using very simple solutions and without knowing much.
One thing I've learned through trial and error is that the construction of the scene is extremely important for the lighting to work. If you search for professional photos of everyday scenes on the Internet, you'll notice that 99% of the scenes are "fake" in the sense that the person is in a setting set up just for the photo. The problem is that DAZ assets are usually real locations, so when you try to render a person that is using a computer, or cooking, or washing dishes, etc., you end up positioning them more or less realistically without much thought, and you often end up generating a situation that is not favorable to lighting.
I think the ideal is to leave plenty of space around the person you're trying to portray. That way you have more freedom to position and focus the lights on the model without altering the surroundings too much. In the image I made of the famous slut and pornstar Gianna Michaels, I just positioned two ghost lights (they're actually ghost emissive surfaces), then adjusted the color temperature and clicked "render". Some professional will probably see a lot of things wrong with this lighting, but it looks good enough for me.
>>
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>>987194
Here's all the lighting I "set up" for the scene. Just a plane on the right side of the camera, and a plane at the back ot the character for a bit of backlighting.
Of course, there's natural lighting too, but it's not very significant because the planes are emitting a much stronger light. But leaving natural lighting (in this case, the light from the HDRI coming in through the window, and two lamps in the room) helps to make the image richer, I think.
>>
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>>987198
Here's the image without the ghost lightings, just with natural lighting (window and lamps) and ISO 250, I think (you can adjust the ISO in the rendering settings).
In fact, come to think of it, from this image I could have done a much better job just by adjusting the dimensions of the emissive surfaces and their luminance correctly. But I don't know, I'm a total amateur learning...
For now, the easiest way I've found to make acceptable lighting is this.
1. create a scene that is friendly to lighting
2. use the place's natural lighting to get a general idea
3. place at least one ghost plane next to the camera (headlamp always off, by the way) and another for backlighting, and then play around with the temperature and luminance of the plane's surfaces until you achieve the desired look. You can place as many planes as you like and their dimensions will affect how soft or hard the shadows are.
>>
>>987194
>the scenes are "fake" in the sense that the person is in a setting set up just for the photo
I think you mean how studio sets are usually open on the side which is where the camera shoots from? It reminds me I saw a tool that is basically just an adjustable invisible square that hides all geometry that is inside it. So if you had a closed room you could put it over half the room and it would hide it so the HDRI would be able to shine through. I never downloaded it though because most scenes would let you just hide a wall or something, and I wanted to use HDRI's that really mimicked light coming thru windows. In the end I decided to just crank the environment up to like 50 and lower f-stop to get the scene above. Here's how many ghost lights I used and I think my render still looked average. Maybe this model just isn't that detailed and is too pale, I'm not sure.
>>
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>>987194
>>987198
>>987199
>>987215
Good advice, take inspiration from film and television show behind the scenes. Rather than breaking up your scene, this feature might be helpful - https://youtu.be/EkpITquM220
>>
>>987215
Did you create those ghost lights 'assets' or is there a package with them?
Regarding the light, that first render of yours is really too white. Try reducing the temperature of your ghost lights radically, like something around 4500k-5000k, so that the colors are warmer.
Another thing that I think works (again, trial and error, I have no theoretical knowledge), is to use that technique I mentioned of first having a somewhat dark image, which you can get either with a lot of secondary light sources or with the natural lighting of the location, and then restricting the main lighting to just 2 or 3 light sources that are much stronger than the rest.
But I don't know, someone with more knowledge could teach us better.
>>
>>987228
Found it:
https://www.daz3d.com/iray-ghost-light-prop-kit
>>
File: Anna_01.png (1.54 MB, 1440x1080)
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I rendered the image again with proper ghost lights instead of the improvisation I did with plans. I also changed the model because that Gianna Michaels is ugly as hell.
I need to find out why my renders seem to lack definition, now.
>>
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>>987239
dang, looks good to me! I changed the temperature of my lights and remove two of the ones on the right so it's less bright now but I'm still convinced this character is just too pale
>>
Does anyone know a resource for toe rings?
>>
So this is the power of Daz
>>
Open wide, it's time for more Emma Watson
>>
>>987483
Who the fuck is distributing 3D assets on Facebook?
>>
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What outfit is this?
>>
Is it worth it to transition to G9?
>>
>>987591
You take a look at the default G9 shape and it carves itself in your subconscious. You're going to see it everywhere.
It also offers less body diversity than G8.
It's a bad product but it's pushed really hard by the mormons.
>>
>>987599
The same is also visible in random game mods. Though for now its mostly conversions from V4 and G2. Its how we've wound up with something made for skyrim using V4 as a base, then ripped and converted for G8 by 3DUK or any of the other video game converters.
>>
>>987553
Addon texture for Breakaway Outfit
>>
>>987603
Good eye
>>
Can someone explain to me in autistic detail why Dforce is crap?
>>
>>987608
Dont let the clothing item intersect or be "pushed" through any part of the body. Such as hands on hips, holding breasts, etc.
>>
Some vendors truly make me question how they see the world. What sort of horror show would the world look like through their eyes? https://www.renderhub.com/daxk/soraya-for-genesis-8-female
>>
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>>987483
Not bad I guess
>>
>>987615
Still more talented that you'll ever be tho
>>
>>987599
>You take a look at the default G9 shape and it carves itself in your subconscious. You're going to see it everywhere.
it's true, ever since i looked at it i feel cursed
>>
>>987688
No matter, it is still not very good innit?
>>
>>986993
Has anyone created their own opacity maps to make regular clothing more revealing/slutty? I make my own opacity maps all the time but I have no /fa/ sense. What makes some clothing revealing/slutty as opposed to clothing that simply shows a lot of skin?
>>
>>987785
Rather than cutting out boob windows and such, use more translucency. Leave a bit to the viewer's imagination.
>>
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>>987714
What i meant is that the default shape is some MK ultra level of fuckery which is supposed to mix both male and female shape, or none (wrap you head around this), so when you dial a "feminine" shape you still can see the persistence of the original fucked default shape. You can see it, feel it behind any feminine shape you dial.
Only a deranged tranny could have come up with such an unnatural combination.

The worse is the chest: G9 Topology has clearly been made around a male figure as a base, the chest give it out because it clearly focus around the geometry or the Pectoralis Major and the Pectoralis Major is a rectangle when a bobs is round. Are you seeing the issue?

They also completely ditched the areola and tits topology, again, trivial is you work on a man, essential for a girl.

To add insult to the injury they locked the tits shapes behind their well know HD morph scam making the use of Geo-graft mandatory which has its own limitation and cumbersomeness.

G9 is a step back which only pleases deranged FAGGOTS and their fake square bobs.
G9 is a travesty.
>>
>>987790
This is why I keep telling people in daz threads to learn zbrush! Unintuitive user interface aside. Actual sculpting on the mesh overcomes the limitations of dials.
>>
what the fuck is daz?
I've installed it, used it, looked at these threads.
I can not understand what it is and what you people are doing.
Is it a dress up game where you buy clothes for your sexy girls?
Can you make things with it?
>>
>>987815
It's a program that gives you pre-made characters bodies, faces, hair, clothes, and accessories as well as scenarios, props, and so on. The program also allows you to easily edit the pre-made assets so they can fit your wishes.
People often use them to create scenes without going through much hassle and even those that use other 3DCG programs like Blender, Substance Painter, Photoshop, and so on can find a good use of the program since you can easily get a pre-made character or scenario and then polish it up in those other programs.
>>
>>987815
You use a bunch of sliders to "make" characters out of a basemesh (Genesis 3/8 or 9 (don't it's not worth it)
Out of the box there's very little available but it has the largest library of morphs available, either characters or specific body parts or features.
There's also pre-rigged clothes, hair, and what have you along with environments.
All of that can be purchased from the daz website, renderosity and renderotica for the nsfw stuff or pirated what basically everyone does from various sites you find on google by just looking up the product name.
It also includes posing, rudimentary animation features and scripting. It also has a pretty good path tracer on nvidia cards.
People mainly use it to make >>>/aco/ slop.
>>
>>987818
>>987819
I see, thank you. No use to me.
>>
>>987786
You have to create a new material with the awful Geometry Editor Tool if you want to isolate specific outfit parts.
It's sometimes just as quick to edit the Cutout Opacity and find the right shade of gray to apply.
>>
What do we think of this crazy rambling guy? https://youtu.be/ZApCCLFz22A
>>
>>987591
Better question yet, is there finally some good tool to convert both G8 shape and texture to G9?
>>
>>987926
using both of these work
https://hub.virtamate.com/resources/daz-generations-converter.26752/
https://hub.virtamate.com/resources/guide-and-blender-template-to-convert-v4-m4-g2-3-8-8-1-9-textures-to-g2f-m.4647/
>>
>>987930
I'll check it out. Thank you, good anon.
>>
Genesis 9 status?
>>
>>987968
Bogged and bucc'd
>>
You're simulating your hair wrong. https://youtu.be/nAL2NlSJmwc
>>
>>987980
Not all hair has amature to manipulate, most use blend shapes. Also, it's not going to address the issue of hair closer to the scalp not moving as much. Plus, if the model moves their head you have to repose the hair, that's a pain in the ass. Morphs can solve that. Having all 3 (morphs, armature, and simulations) is the dream.
>>
>>987980
do you think I am retarded or something?
>>
>>987912
I like how in his pro-G9 video he says don't buy G9 assets.
>>
I remember reading somewhere that if I plan to bring my renders into photoshop and Lightroom, that I should set the 'crush blacks' and 'burn highlights' to zero as well as keep the saturation and gamma at default. The renders now come out overly grey and desaturated. Is this really the best starting point for post work?
>>
>>988070
No, it is not. You've been meme'd. There should be a color consistency, but that's about that.
>>
>>988070
No that is just stupid.
What you should do is always use a beauty canvas and use that as your final render (ignore the rendered png).
Beauty canvas is the highest quality image DAZ can give you without any tonemapping (you want to do that in PS).
The image will be in 32-bit and and if you load that into photoshop you will mostly see a white picture. You have to lower the exposure to something around -13 for it to look close to normal.
>>
>>988070
Just saturate the shit out of your render in PS. Autistic fucks are obsessed with Lego bricks colors.
See the "Show your Daz skills" on F95zone.
>>
>>988193
That thread does a good job of making me want to quit Daz
>>
>>988205
Anons make it a lot more complicated than it is. Just use some basic, common sense render settings, and then play with it in camera raw. Everything else is an overkill, fixing shit lighting, or cope.
>>
>>988207
I meant the abominations that are posted make me want to not be a dazlet anymore. I guess improving is one way out of that.
>>
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Anyone recognize this?
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>>988219
The source, I mean. Not the items.
>>
>>988107
Anon, could you say more about this?
I did a test here, I used the "Beauty Canvas" on an image, and in addition to the rendered PNG (with tone mapping settings from DAZ), it also originated a 32-Bit EXR that I can edit as you explained.
Is this EXR disregarding the tone mapping settings I made for my render? Or do I need to turn off the tone mapping altogether, reconfigure all the lighting in the scene so it looks right in my viewport before rendering the beauty canvas and finally editing the final image in an image editor?
Thank you.
>>
>>986993
>Here's your original character bro (do not steal).
>>
>>988322
Somehow less awful than aeon soul's anus lipped monstrosities.
>>
>>988323
>aeon soul's anus lipped monstrosities.
kek.
Weird test tube looking lady aside, he probably makes the best daz clothing.
>>
G8 is still the best base.
>>
Hello esteemed Daz users... Are there any anime/bara/y/ models that would be suitable for tracing, or should I just go the clip studio route. Please help.
>>
>>988324
clothing wise for me it's herschel hoffmeyer because his name sounds like he's probably a 60 year old redneck and i respect that
plus he makes nice latex stuff
>>
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>>988363
>herschel hoffmeyer
For me its his monsters. They were built for fair maidens
>>
>>988363
>>988364
Herschel is fucking great, that is true. I haven't seen a single shitty asset from him.
I think I've watched some tutorial with him years ago, and he looked a little like a young redneck, btw.
>>
I've heard that in Blender the use of strand-based hair is the norm, but in DAZ it's almost always textures with transparency.
Has anyone tried working with strand-based hairs in DAZ Studio in a more advanced way? Does it work well in this program?
I think it would solve so many problems... many DAZ hair assets are largely incompatible with poses that aren't obvious.
>>
>>988318
The canvas render ignores all tone mapping settings. Just use the default tone mapping settings for your viewport. When you change the exposure in PS or any other program you will get nearly the same look of your viewport render but in higher quality.
>>
>>988400
Strand-based hair is in DAZ for years now but barely anyone uses it because if you don't know what you are doing it gets heavy really fast.

Since the release of the new hair shader you see more and more Strand based hairs in the shop for example the hairs from chevybabe25 look pretty good.
>>
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>>988404
Ive nearly only been using strand based for years now.
performance is not a major issue IF you know what you are doing. But its like with other things (like subdiv, displacement and others) that scale very heavily. Most store assets of daz strand based hair is HORRIBLE for performance so you need to change it yourself to make it useful.
>>
>>988417
>Most store assets of daz hair is HORRIBLE*
ftfy. Ten gorillion of triangles with 10k textures. And when you tard-wrangle it with the most braindead retard level of optimization, it looks EXACTLY the same.
OOT might be the king retard with this thing. Or queen, as she is supposedly a woman. Which would also explain quite a lot of things.
>>
>>988418
well optimazation appears not to be something DAZ creators care about. Its all so tiresome
>>
>>988422
I think they're just dumb and believe bigger number = better quality.
>>
Is there are way to get hair to look thicker like it does in Blender? Hair almost always looks so thin in DAZ
>>
>>988459
yes? But how thick. Got any refs?
>>
>>988417
Could you summarize more or less what your procedure is?
Do you pose the character and then simulate from the T-Pose and the hair will automatically adjust to the new pose? Do you use those things to manually 'comb' the model? etc.
Thanks.
>>
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Played around with some water sims
>>988467
After setup and pose I always start from t-pose. Do an animation and have frame 0 and 30 be t-pose (base pose) linear and then depending on how extreme your pose is place it somewhere between frame 60-100.
That gives you some time to work with so you can move the hair into place. Dont be afraid to scale parts of the model to 500%+ or 0% (like maybe one ear to 0% at frame 0 and then 100% at from 30 or remove an arm that would get in the way of how you want the hair to flow) if you need the hair to move or pass something. Also dont be afraid to use primitives as "guides" to move the hair into place. Like a ring to catch the strands and move into place and then scale it to 0% (remember to change away from the default interpolation in the timeline).
This way you can make the hair pose pretty natural with the model. And it might some like a lot of work but it really isnt. To begin with it will be annoying and slow. But that is how it always is when starting out.
Also remember to use different simulation modes: they are ALL very useful. Ignore the names of "better" and such. But you might already know this.
>>
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Is the decimator tool on 3dload safe? I need it, but it's an executable so I'm a little scared.
>>
How hard is it to make the switch from DAZ to Blender?
>>
>>988562
9/11
>>
Making the skin sweaty or oily does via dual lobe specular weight and top coat weight does not seem to work on some models. Any ideas as to why?
>>
>>986993
Reading DAZ threads is like watching toddlers argue about who designs the best trucks.
>>
>>988613
Post your work.
>>
>>987483
Eh, better than the pornstar ports that one guy does
Man does to them what western gamedevs do to their face scanned models
>>
>>988613
So help us, anon.
I want to improve but it's so hard to find useful tips. I don't think anyone takes DAZ seriously enough to have high-level discussions on the Internet.
For example, I still don't quite understand how to use various geografts in the same model, if I make the girl's skin wet because she's in the pool, now things like her pussy are all white and if I go over there in the wet skin thing and manually turn off the pussy area, the pussy is now correct, but it's not wet. Is it impossible to reconcile more than two 'geografts' in the same area?
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File: Funeral04.png (3.32 MB, 1920x1080)
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Any help here? My plugin won't install. I'm thinking maybe the newest version of DAZ can't run it.
Am I going to have to just buy it on the official store?
>>
Dear model creators, please stop using Genesis 9, it's shit and nobody wants it

signed,
everyone
>>
Damn, the body of the Abe Shapiro model is terrible, and you can't just apply her head to the model, you have to use the troglodyte's body.

>>988736
The problem is that the assets are being made for Genesis 9 now. I decided to stick with Genesis 8.1 + face controls to remove DAZ's terrible facial expressions.
>>
>>988773
This one? https://www.renderhub.com/xr71/abigail-for-g8
>>
>>988774
Yes. I pirated the asset on Zonegfx in the hope that it would be possible to use the head and recreate the body, but it's only one thing, and it's ultra exaggerated.
>>
>>988786
Odd, the paid version has separate head and body morphs. The body morph is absolute retard tier for sure though.
>>
>>986993
is it possible to make a geoshell out of multiple selected objects?
>>
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>>988788
Forget it, I'm retarded and I hadn't looked properly.
>>
Jesus fucking Christ is there some DEPENDABLE way of importing props/non-figure objects WITH materials from Blender to Daz?
Or at least UE to Daz, please.
>>
>>988872
No, not really
>>
>>988872
write your own material file and script to import/export it from both programs.
>>
>>988872
You dazlets disgust me to no end. Get fkd
>>
>>988917
That's the point, you semi-aborted mongoloid. Every other software I work with is fine. UE works as it should, Blender works as it should, Cinema works as it should, even fucking Zbrush works as it should. Yet Daz is the only software that doesn't seem to have any functional import/bridge/etc. for non-figures.
>>
>>988918
Just cut Daz out the equation then. Problem solved dazlet
>>
>>988920
Imagine shitposting on a small, slow board like /3/.



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