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Hi everyone! Hope you had a good new year so far! (Sorry already for the long post). Whenever i start a new scene I always get already overwelmed by the fact that the models that i use right now sucks (not really sucks but they have different styles, topologies, armatures and more technical stuff), for example the d.v4 model that i use is from Mets and it's extremely low poly to add any kind of details without having to mess around with the topology (I can't even add ABS on her tummy without using modifiers). My idea was to remake all the models that I use more frequently in DAZ and exporting them to blender (no way I'm switching to DAZ). In that way I can have same armatures (the armature is what controls the characters when posing them), same occuring style (like for example Meis3D has) and same topology between characters. Id everything goes well i'll be helped by some artists to get started on DAZ and if I like the end results I'll be start using those characters in some renders (obviusly i'll be showing them off first here on Tier 2, just to have more opinions). I'm not goin for a hyperealistic look, I think keeping the style that I've been using so far would be pretty good. My only fear is that since many other artists have made their models in DAZ aswell, I would end up making them the same as those. I'd like to end up with unique and even prittier looks than the original ones. Sorry again for the long post, but I wanted to keep you all updated in case I won't be posting for a while. I want to get things as perfect as possible before starting any render, so I can feel more confortable using those models in the long run. For now that's all, I hope you'll like the new models! See you later and stay safe! <3

Comments

Anonymous

The good thing about DAZ is you can morph the chars to your liking and later use the same values in Blender. So you can actually make chars look more unique. Coincidentally yesterday I looked up and learned the how to import DAZ to B:ender with Dffeomorphic. Though it is not perfect with shaders and materials.

thefastestgman

Yeah i know a bit about morphs and stuff like those. The thing i'm looking forward are corrective morphs (for areas that bend). I also want to fo this to up a bit the textures quality and shader in general.

shelly

stoked!! looking forward to it

thewind

The fact that you've been able to make a nearly decade-old mesh look so good is a testament to your skill. Excited to see what you'll do with more modern assets