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BullyPup messing around with Daz3D.
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- Sarge395
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- italy877
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The main suggestion I would make is - don't just rely on HDRI lighting setups for your images. I know they are fast and easy to setup, but there are drawbacks imo.
For example, you have to position the action in the center of the dome. Which can be fine if that is what you are going for, but can be a pain if you want a specific comp. Also, the background image lacks true "depth" imo.
I personally prefer to build out the scene in full 3D. It takes longer, but ultimately feels more "real" as the figure, and action, is sitting in a true 3D space.
Also, find render settings that work for you. You should not crank up everything to max to get the "best" render. All you will do is just make your render time much longer then it needs to be.
Find what works best for you in terms of quality vs. render time. Anything else can be fixed in post.
I guess, those are just my general tips. If you need something specific, feel free to ask and I will see if I can answer

Best of luck Bully


Peace.
/K
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- kikass2014
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- erikphandel
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I would go for Hera, simply due to her having such radiating power, while still being wildly attractive.Aphrodite is surely a good name for this lady. She does look like a Greek goddess
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- Rjjt456
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- Woodclaw
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I'm building scenes now for a comic I'm working on. Those images are not HDRI's ( I don't even know how to do that yet.) On these images, I just rendered the characters only as PNG files then googled some background images and then photoshopped them in.
After many... Many hours of DAZ tutorials on YouTube, I think I have my render settings dialed in. (At Least as dialed as my GPU can handle.)
For lighting, I've been getting better with ghost lights, but I have a ways to go.
Please, keep any tips you can think of coming. I'm really enjoying this new creative platform, but I have a long way to go. Right now, I'm trying to wrap my brain around skin shaders.
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- Bully_pup
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www.blender.org/
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- Rjjt456
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Blender is on the list, along with Unreal Engine. My mind is still blown by what I've seen with Metahuman in Unreal Engine.
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- Bully_pup
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The power of Daz Studio lies in the Daz3D store and the range of assets available. Plus, I would say Daz Studio is easy to learn and get use to.
Blender, and other 3D programs of that level, do give a huge option that Daz Studio does not - you can model your own objects in them. Daz Studio is NOT a 3D modeller. DS is designed to work with pre-built assets (this is a slight simplifications but it I think it holds true).
Unreal Engine is also a step-up, not only in terms quality, but of learning curve. Unreal to me is more if you want to go into animations and/or game production (as that is what it is primarily designed for).
It really depends on what your goal is.
My general work flow is - create scenes in Daz Studio, then export to 3D Studio Max for rendering, and then post-work in Photoshop. But sometimes I might just do all the work in Daz Studio. It really depends on the level of quality you need.
Either way, go with what works best for you

Peace.
/K
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- kikass2014
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- slim36
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The Blender compositor has come a long way. It used to completely befuddle me - now it's far more intuitive.
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- Random321
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I'm working to learn all three. Though yeah, DAZ has a much gentler learning curve. I first looked at them for backgrounds, but after looking at the Genesis models on DAZ, I had to give it a shot. For years, I've been wanting to re-start the Steele's in both photography and film, but my schedule at work is way too crazy. It's hard enough just making time for my family. With this though, I don't have to deal with other people's schedules, or search for shooting locations. So, until I retire, quit, or get fired, this will be my creative outlet.
If you're up for giving more advise, I've got about a million questions about using Dforce for animations.
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- Bully_pup
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I really like the style of it, and I might want a friend of mine to try an replicate it so they can render a character of mine while they are in their “superhero” phase

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- Rjjt456
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- Bully_pup
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If you're up for giving more advise, I've got about a million questions about using Dforce for animations.
ARRRGGHHH DForce

Tbh, its probably the least area I know about. The reason for that is, I never use it.
When I first started with DS, DForce was buggy as hell. Crashed PC's hard (blue screen of death, played havoc with graphics cards, etc.) So I steered away from it.
Daz have gotten DForce to work better now, but it still crashes a lot according to a few users.
Tbh, over time, I found that the normal conforming clothes were fine for what I needed to do. Especially the ones with a lot of morphs to make adjustments (which most clothes do now). So I never bothered to learn the system.
Also, you can achieve similar results using Deformers (a different system to DForce, and less taxing on the system imo).
If you want, send me a PM and I'll send the link on a great tutorial on it.
Peace.
/K
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- kikass2014
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Actually, I have had decent luck with skirts now and then.
I've had better luck with the "animation" approach than simulating a single frame.
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- Gincognifo
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Have any of you animated your genesis characters with Unreal Engine?
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- Bully_pup
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Fats
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- fats
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Have any of you animated your genesis characters with Unreal Engine?
I haven't. I generally produce still images only.
Peace.
/K
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- kikass2014
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- Bully_pup
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Don't be fooled by models either. The Blender ones look great but it takes a *lot* of work to get the lighting and rigging right to ever use them. Very often those really good looking models are done in other tools and exported for Blender too - it doesn't always go perfectly and you'll find surfaces are suddenly not connected correctly and you have to fix vertexes/planes ~ I'm a rookie at this so I'm not explaining that perfectly...
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- Random321
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As I get more experience, I'll likely give them a go down the road a little.
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- Sarge395
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