Maya Doll And Stuff For Poser Daz3d Advanced

Hi,I'm new to video game development. My specific area of interest is high quality 3D character creation, specifically realistic human females. I've seen beautiful female 3D models that were made using Daz3D but I don't want to use Daz3D or Poser to create my 3D models. I'm more serious than that!

So what paid product should I use to more easily create characters for eventual use in Unreal Engine 3? What paid product should I use if the models will eventually be used in cutscenes for a game that doesn't exist? Is there a simple character creator like what we use when we customize a character in The Sims 3 or Guild Wars through Eye of the North for example? Learning to model yourself is a good option, but it is not quick or easy, nor will your initial attempts be of a high quality. Unfortunately, your options are either to teach yourself, or to use character generation software.

Alternatively, if you happen to have a pile of spare cash around, you can hire an artist. As an artist who also likes money, I wholeheartedly support the latter option!Blender is a good starting place, like Gunner mentioned, and also has a wonderful community built around it which has supplied a wealth of tutorials. Even if you go down the daz/poser route, that knowledge will be indispensable, because something will go wrong, or you'll need to make an asset or prop yourself.

There are two mainstays of game development and animation: 3ds Max, and Maya. Some artists only use one; many artists use both, for different things.There are a few additions for higher-end or other kinds of development (including film): SoftImage, Houdini, Modo. These are good at different things, and not as commonly used for the full game development pipeline.Depth painting tools like Z-brush and Mudbox are also useful, for the initial high-resolution mesh creation.Then there are a variety of tools at all kinds of price points and feature sets: Blender, 3d Coat, MakeHuman, etcThis is not counting all the geospatial and manufacturing packages, like ESRI or Inventor or SolidWorks or d'Assault or.If you were to learn only one tool, I would suggest either 3ds Max (my favorite) or Maya. Poser is fine for posing and combining pre-made geometry. However, Poser is not for actually making that geometry.The magic of poser is the ready-made geometry that goes into the tool, not the tool itself. Poser is also not good with exporting the full, rich geometry (with morph channels and the like) because doing so would kill the revenue stream that Daz has going with the geometry inputs.Btw: If you have pre-made geometry, you can also pose and morph it in 3ds Max, and most other 3D creation tools, and it's not much harder than doing it in Poser, assuming you actually know your art package. MakeHuman might be the right answer.

It is free, open source, working well with Blender. It can rig your generated character automaticly for you.

Maya Doll And Stuff For Poser Daz3d Advanced

You have multiple rigs to choose from. Also, you can changes topologies on the go. They will add more in version 1.1.The characters are also compatible with Faceshift, a cool markerless facial mo-cap software for Kinect.Makehuman also lets you create external morphs.Daz characters are not good for game development.

They are high polly, and in order to use them in your game, you need to pay 500$ just to be able to use them legally + 100$ for the decimator. It simply does not worth.I personally use Blender as modelling software.

I also have experience with Maya, and I can tell you that for modelling, Blender has more tricks in its sleeves and I achieve the same results faster. For animation and rigging, Maya is the best. If you want to use both softwares without changing habbits too much, you could check out my custom key configuration for Blender.I am currently working on a character for Unreal Tournament, using the free tools I mentioned. Daz characters are not good for game development. They are high polly, and in order to use them in your game, you need to pay 500$ just to be able to use them legally + 100$ for the decimator.

It simply does not worth.I would disagree.We are using DS as part of our overall player model strategy that the amortized cost in time alone would be well over the $500 mark if we substituted need with labor instead.Granted there are a lot of things that should be custom built but there are a lot of things that can be done with out the need for reinventing the wheel by avoiding throwing out the baby with the bath water. Hi,I'm new to video game development.

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My specific area of interest is high quality 3D character creation, specifically realistic human females. I've seen beautiful female 3D models that were made using Daz3D but I don't want to use Daz3D or Poser to create my 3D models. I'm more serious than that! So what paid product should I use to more easily create characters for eventual use in Unreal Engine 3? What paid product should I use if the models will eventually be used in cutscenes for a game that doesn't exist?

Maya Doll And Stuff For Poser Daz3d Advanced

Is there a simple character creator like what we use when we customize a character in The Sims 3 or Guild Wars through Eye of the North for example?I understand the desire to learn, but, tools are invented to improve quality and save time. Imagine coding UE4 from the ground up. A Digital Artist's talent is knowing how to use these tools to produce works-of-art never before seen. I'm a solo code-centric game developer with a tiny budget. The art side of game dev process is weak spot. I'm adding tools like DAZ3D Genesis, Fuse, Spore Creature Creator, and Blender to my 3D Asset production workflow.

You were inspired by female models produced with DAZ3D, why not use it? Learning to model yourself is a good option, but it is not quick or easy, nor will your initial attempts be of a high quality. Unfortunately, your options are either to teach yourself, or to use character generation software.

Alternatively, if you happen to have a pile of spare cash around, you can hire an artist. As an artist who also likes money, I wholeheartedly support the latter option!Blender is a good starting place, like Gunner mentioned, and also has a wonderful community built around it which has supplied a wealth of tutorials. Even if you go down the daz/poser route, that knowledge will be indispensable, because something will go wrong, or you'll need to make an asset or prop yourself.Unfortunately, I'm one those game devs that doesn't have a pile of spare cash around, but, I do have $20-$50 bucks here and there to spend on 3D assets. After this, I'm just not convinced that Artist like money. A majority of Artist reject the concepts of producing Modular Assets to be sold to the masses in online Marketplaces. I'm told I must pay $1000+ per character or learn to do it myself (which I am).

They prefer to take $0 than the $20-$50 bucks I have in my wallet. I participate in several Game Dev communities: TheGameCreator.com, BlitzBasic.com, 3dgamestudio.com, UDK.com, UE4.com, Unity3D.com, Ogre3D.com, GarageGames.com. There are 100,000's of other amateur game dev, hobbyist, gamers-turned-gamedev out there with $30-$50 to spend on assets.

They just don't recognize me as the new type of customer. I understand the desire to learn, but, tools are invented to improve quality and save time. Imagine coding UE4 from the ground up. A Digital Artist's talent is knowing how to use these tools to produce works-of-art never before seen. I'm a solo code-centric game developer with a tiny budget. The art side of game dev process is weak spot.

I'm adding tools like DAZ3D Genesis, Fuse, Spore Creature Creator, and Blender to my 3D Asset production workflow. You were inspired by female models produced with DAZ3D, why not use it?You're right. I realized earlier today before reading your post that instead of beginning with 3ds I can utilize DS just for character design. I've read before that DS models aren't compatible with game engines and mahri says they cost WAY too much to use anyway, so when I want to use my customized V5 or V6 models in a game I'll hire an artist, show him the renders and have him model the characters for use in UE3. This way I can start designing characters now instead of working for a really long time to master 3ds.Edit: I saw some lesser-priced models on turbosquid so I'll probably ask someone there to work for me when the time comes. $1000.00+ per model is crazy if the buyer is just an average non-studio individual.

I am starting to play around more seriously with the Iray renderer in Daz Studio. The great thing about Iray, is that we can create realistic looking renders without having to muck around too much with lighting. Another really big advantage of Iray, is that we can get pretty good render results in a fairly short amount of time, if we have a good nVidia graphics card.In this tutorial, I will describe how I started out with Daz Studio Iray, and how I created a simple realistic render from start to finish. This tutorial is intended for Iray beginners who are already familiar with the standard Daz Studio Interface.If you are only starting to use Daz Studio, then check out.

Creating the Scene and MaterialsI create the scene in the same way as I would in regular Daz Studio. However, one very important aspect of getting a scene to look right in Iray is in using the right materials.In this tutorial, I make a very simple scene with a female figure and a dragon tattoo on her back. She has interesting, long, wind-blown hair and is wearing a bikini.

I make sure to use a highly detailed and realistic looking skin on my human figure. In this example, I am using the Bambolina skin by Tempesta3d. I also get pretty good results from the Daz3d Elite skins that I got from andThis simple scene allows me to focus on learning the basic material and lighting aspects of Iray. Iray Image Based LightA very simple way to light my Iray scene in a realistic way, is to use an image based light (IBL). To do this –. I go to (a) Render Settings (b) Editor. I select (c) Environment Dome.

I assign an appropriate image to light my scene in the (d) Environment Map control. In this example I am using Barcelona Rooftops that I got from. That is a great site to get free IBL images. Also has some great HDRI packs in his DAZ store.As far as I can tell, the Environment Map slider also controls IBL intensity. For example, rendering at Environment Intensity 1 and Environment Map 1 gets me the same result as rendering at Environment Intensity 0.5 and Environment Map 2.

Maya Doll And Stuff For Poser Daz3d Advanced 10

Iray render of scene with IBL dome rotated by 180 degrees.However, it looks like there is also too much light in my scene, and there does not seem to be enough contrast between the rim set by the setting sun and the rest of the image. This is because of the camera headlamp.In particular, if there are no lights in the scene (other than the IBL), Daz Studio automatically adds a headlamp to the top of the camera to light our scene. This headlamp is adding too much light and reducing the contrast of the IBL that I want. To turn off this headlamp, I simply add a Daz Studio light to the scene, and then turn that light off. In this way, the only light source is my image based light (IBL). Thank you so much for this tutorial, I’ve only been using Daz for a short time and mainly just creating props and things of that nature. I avoided scenes because I just couldn’t get the lighting right.

But with this tutorial I’m starting to get it nowI was wondering could you do a tutorial explaining how to zero props please. I have purchased several sets that were to have individual props but they don’t it says they have to be zero’d to turn them into individual props to use in other scenes and I have no clue where to even beginThank you again. Thanks so much for this great info!

I am newbie with Daz, using it to create art for the 1st in a series of children’s books I wrote and have had my biggest challenges with lighting. The IBL explanation just answered several of my struggles with exterior lighting so thanks again. Do you have any suggestions on simple lighting tricks for interior scenes? If i understand correctly IBL or iradiance like products wont work with an interior scene, correct? I am actually going for sort of an illustrated look and taking my renders into PS then using a digital painting looking action so I’m not going for complex lighting at all. I have been experimenting with various combinations of interior lights (going to try making them mesh lights now!) but just havent found a good workflow on interior lighting yet. Any suggestions would be much appreciated, but already the content here is awesome, thx!

Yeah, rim lighting is great and your image really shows that. One of the things that I am going to try next is to really commit to rim lighting. Do darker renders with less environment light, and much stronger single light sources. Will need to experiment, as that will be a shift.In terms of composition, thank you for the wonderful compliment. Writing a tutorial on that will be a challenge for me, because I don’t consciously follow any rules per-se. In terms of poses, I am a very big fan of DMs poses. Most of their stuff is in Renderosity.

I also like Ilona.Dave says. Wow – I’m so glad I found this tutorial. I’ve been messing with DAZ for a long time, but never got really technical with it and, until yesterday, had avoided IRay rendering because I just didn’t understand it. Thanks to your tutorial I understand some of what is happening now, but I’m still having difficulties. I have an iMac with OS 10.10.5 and a NVIDIA GeForce GTX 660M 512 MB video card and it’s taking 2 hours or more to render a simple 1000 x 1300 image.

I also noticed that, even when it stops rendering, the image is very “dotty” and not sharp and clear. Not sure if it’s just that my computer is not up to the task, or if I’m doing something wrong, but I’ll keep on trying.

I’m bookmarking your page too, so I can come back again 🙂. Thank you for the great tutorial!However, I found that I couldn’t even find Iray Shaders in the preset tab. I have clicked and searched everywhere I could think of, but still couldn’t find it.It was really frustrating because I really want to try out this tutorial.Do you mind to let me know if some setting needs to be checked in order to have Iray Shaders as option? Like how Mental Ray in Maya?I am using the latest Daz version (4.8) I believe, since I just downloaded a couple months ago, and my graphic card is NVIDIA Geforce 970.I will really appreciate your help!Thank you for the great tutorial again! That will depend a lot on the scenes you create, and your definition of what “fine” is.For the type of scenes that I create, I can get a pretty good IBL-only render in 30 minutes-2 hours (about 2000×2000 size).

Most scenes I leave it on for about 1 hour thereabouts. Depending on materials, there may sometimes still be speckling, but I can remove those in Photoshop. It is the last bits that take the longest time.I have never tried any of the Quadro cards so I cannot do a comparison.Burke says. Don’t suppose you’d mind a question?I’ve been searching the daz forums for quite a few hours now and haven’t quite found the solutions to my questions.

I searched deviantart and a general google search too.I’ve got several items saved to my wish list, but until then I’d like to see if any one has any suggestions. Iray seems to be doing great with the hair I’ve been attempting to render with just the prepackaged ‘Iray shaders’.I may still get the UHT Hair Shaders for Iray anyway. However when it comes to rendering with 3Delight I’m having less than stellar results (apparently a very common issue) I’ve tried using several different lights, or just UberEnviroment2, I’ve used the Omnifreaker SimpleSurface shader (which seems to be working the best and isn’t super slow), Omnifreaker Human Surface shader, the Ubersurface shader, the Uberhair shader (which doesn’t seem to work at all), the AOA subsurface shader, the Daz basic ones (alll of them!)I’ve turned shadows on and off, I’ve increased the render dimensions. I’ve tried different light styles. I’ve tried several of UE2’s light settings (occulsion w/ soft, etc ) I haven’t fiddled too much with the hair settings themselves yet as I was hoping to find a tutorial. Can anyone suggest which shader I should stick with and maybe which toggles I should change to keep the hair from being super dull or a big chunk of clay like strips, or completely transparent?Not sure if it matters but if case it does here are the computer stats: Processor: Intel (R) CoreTM i7-3770 CPU @ 3.40GHz Ram is 12.0 GB Running Windows7 64 Bit. Graphics card is GeForce GTX 680.Thanks so much!

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