A lil help on deciding which software to use

queerone

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Apr 17, 2021
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Hey guys

I wanna make a game ,most likely it would be a VN(nsfw!).
Ive been looking at how I can achieve making characters that won't require me knowing and mastering a time consuming program (blender,...) and I don't know how to draw (I intend to learn it later..soon lol) ,so the only options I've come across are Character Creator 4 and Daz3D and VaM among others like HoneySelect 2 but since it doesn't seem to produce male characters good enough, I'm not considering it. The cost is not important to me here , so which of the two (or if you can suggest me a better one besides the two ) is better for what I have in mind ,I'm aware most nsfw games use Daz3D but I wonder why not CC4. What's important to me is which would look better , which would b easier and more accessible and effective in what I have in mind ,ofc there are other factors like genitals customisation,cloths/accessories,hair and animating it and such. I reallllly appreciate any info anyone can give regarding the stuff I mentioned, im aware what I might be asking is a bit too much but didn't find much else on the internet to help me make my decision. Thanks guys :))

Tldr : cc4 or daz3d (or sth else ?) for making my adult VN with no knowledge of any software,nor the ability to draw!

P.s.I may make the art of the game look in a specific style at times , and Ik it's possible with daz and to some extent with cc4 but don't know how much the options are varied for each or if there's other way in achieving such looks that does also work in animating it !
 

coffeeaddicted

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Apr 13, 2021
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I only can talk about DAZ and Blender.
Blender will consume time to learning it. It hasn't as many assets for sure, but has some i actually like.
DAZ is possibly the easiest to get into, though there are cost involved.
But money doesn't seem the problem which is great, because you need a lot of money.
I have seen CC4 in a video. Isn't free and i have no clue what you can do with it.
So DAZ i suppose. Though there is also some learning to do before go fully into it. I am still learning and it never ends it seems.
 

AllNatural939

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Apr 3, 2024
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Ive been looking at how I can achieve making characters that won't require me knowing and mastering a time consuming program...
I'm sorry to say this, but what you're asking for doesn't exist. What does exist are things that are just less hard than others. That's the case with DAZ. But still, you could spend a couple years and still not fully learn it... I don’t know why so many people think it’s just plug and play. Sure, creating a character in DAZ might be relatively easy—but then what?
You gotta learn how to handle the basic tools first, like moving the camera, how not to move it by accident... hell, first you gotta learn how to even create a camera and set some parameters...
Then, once you’ve got the character, you gotta pose it, 'cause they don’t respond to voice commands or read your mind. Same with expressions.
And then comes the environment—houses, furniture, plants... You gotta learn how to light a scene. You gotta learn how to render too, 'cause it’s not just about leaving everything on default and pressing a button... and I better stop here or I’ll be ranting forever. :ROFLMAO:
 
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queerone

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Apr 17, 2021
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I only can talk about DAZ and Blender.
Blender will consume time to learning it. It hasn't as many assets for sure, but has some i actually like.
DAZ is possibly the easiest to get into, though there are cost involved.
But money doesn't seem the problem which is great, because you need a lot of money.
I have seen CC4 in a video. Isn't free and i have no clue what you can do with it.
So DAZ i suppose. Though there is also some learning to do before go fully into it. I am still learning and it never ends it seems.
I fiddled with Blender and it was soo cool but alas it takes a helluva lotta of time to be able to make a human let alone a good looking one it seemed. for now it seems my only option is Daz but still not sure if there's sth to be done with cc4 lol
 

queerone

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Apr 17, 2021
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I'm sorry to say this, but what you're asking for doesn't exist. What does exist are things that are just less hard than others. That's the case with DAZ. But still, you could spend a couple years and still not fully learn it... I don’t know why so many people think it’s just plug and play. Sure, creating a character in DAZ might be relatively easy—but then what?
You gotta learn how to handle the basic tools first, like moving the camera, how not to move it by accident... hell, first you gotta learn how to even create a camera and set some parameters...
Then, once you’ve got the character, you gotta pose it, 'cause they don’t respond to voice commands or read your mind. Same with expressions.
And then comes the environment—houses, furniture, plants... You gotta learn how to light a scene. You gotta learn how to render too, 'cause it’s not just about leaving everything on default and pressing a button... and I better stop here or I’ll be ranting forever. :ROFLMAO:
yah I stupidly thought that it would be a lil easier or sth for some reason lol , but from looking at daz and fiddling with a lil i just wondered if there is another ,"less" hard way to do stuff , me being lazy and all. or whether its worth it to even get acquainted with daz as it just seemed i could spend that time learning how to really create sth from scratch in blender or sth but I'm quite sure it would take quite a lot more than that to get competent in that ..sadly. so yah still not sure and thxx for the reply :)
 

CrvX1995

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May 6, 2024
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I only can talk about DAZ and Blender.
Blender will consume time to learning it. It hasn't as many assets for sure, but has some i actually like.
DAZ is possibly the easiest to get into, though there are cost involved.
But money doesn't seem the problem which is great, because you need a lot of money.
I have seen CC4 in a video. Isn't free and i have no clue what you can do with it.
So DAZ i suppose. Though there is also some learning to do before go fully into it. I am still learning and it never ends it seems.
You can import bodies from DAZ into any 3D software and further edit them in Blender (for example swap the head, but it will require one to re-rig it and match the topology if the new head is from different DAZ model or it's non-DAZ), will also require some extra work to unwrap the UV's and do shader work, but it's worth it if you want more unique characters.

I happen to have Character Creator and it too has some bodies and heads to work with, but there may still be need for additional work and modelling to add certain features to characters that may not necessarily be easily available for DAZ or CC (especially if the game is to be anything other than vanilla sex, for example unusually proportioned fantasy characters, say shortstacks or perhaps more anime or "3D" like characters (more cartoony instead of hyper realistic) or if one wants to do some bestiality stuff or really just have something that feels more "custom" and unique), although with CC one can do some interesting characters, especially if you shell out on the extra stuff other than the base CC package as it may feel quite barebones (but DAZ asssets also cost money, it's not all free).

At the very least you'd make a decent enough character in either DAZ or CC and import that into Blender to make better shaders, add body physics, custom particle based hair and have more control over the animations, add custom morphs for expressions and for example bulges and more advanced fluid simulations for facials and overflowing creampie animations, plus the renderer in Blender (cycles) looks much nicer IMO and there is also faster Eevee rendered, which is closer to real-time than the path traced cycles renderer.

Whenever r34 animators don't rip characters from games and re-do them to work well for animations or not make custom characters (that do need to be indeed made from scratch, so first a basic sculpt, then detailed sculpt for finer details to be later baked into normal/bump maps, then modelling a quad based mesh on top of it/retopo, uv unwrapping, baking maps and texturing/shading, rigging, making morphs/blend shapes, adding clothes, hair, physics) they often use DAZ for bodies and slap a head on top, of course there is more work to it than just attaching a head mesh (which as I've mentioned, may have different topology than head, and you need clean topo for animations to work well as you need to be able to not only add smoothing/subdivision modifiers (and good luck doing that with a triangle based head mesh with lower/higher poly count attached via ngons and tens/hundreds of ngons and triangles to a quad based body mesh) but also to make sure the connection is seamless and thanks to good topology deforms nicely when you tilt/rotate the head, plus you need to rig the head as well, give it blend shapes, adjust weights, etc. It's a lot to learn.

As I wrote earlier, easiest way for you would be to stick to DAZ, make characters in it and then animate and render withing DAZ, for extra step, import those into Blender and do shading/animation and rendering in Cycles, then next step would be to modify exisiting body and face meshes and other stuff I mentioned.
 
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Inkshade

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Mar 11, 2024
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Character Creator 4
Judging from the name I guess it's literally just a character creator ? which mean you cant create or import environment or props , there are no tools for placing, posing ,animation, lighting, camera etc. So you will still have to port the characters you created to another 3d program like daz or blender anyway.

You can do everything in blender, and I mean everything. But it will take YEARS to learn the basics and how to make everything from scratch in blender, and then more YEARS to learn can you even do with all the assets you created.

Daz is basically a giant asset library, attached to a kiddy and not very well designed version of Blender. Its good for taking pre-made assets and put them together to make a scene, but it cant really create any asset on it own. Basically it allow you to bypass a massive chunk of the learning phase, and go straight to the "start making cool shit" phase. But to be able to actually make anything that worth looking at, you kinda need to know the fundamental of 3D, or at least be familiar with the concepts and terms, so you can look shit up online if you run into a hiccup.

My personal advice is you go with Daz, just open it and mess around, putting shit into scene and hit render to see what come out. Just dropping store assets characters into a pre-made environment and hit render is probably enough to make some okay-ish images
But if you want to create good looking renders then you gotta learn a little bit of Blender, do the Blender Guru's Donut tutorial or something, learn the basic of 3D art, modeling, texturing, material, posing, lighting, rigging. Learn what normal map, bump map, displacement map, subdivision, subsurface scattering etc is.
 
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AllNatural939

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yah I stupidly thought that it would be a lil easier or sth for some reason lol , but from looking at daz and fiddling with a lil i just wondered if there is another ,"less" hard way to do stuff , me being lazy and all. or whether its worth it to even get acquainted with daz as it just seemed i could spend that time learning how to really create sth from scratch in blender or sth but I'm quite sure it would take quite a lot more than that to get competent in that ..sadly. so yah still not sure and thxx for the reply :)
If you’re struggling with DAZ, don’t even think about creating stuff from scratch in Blender... Blender’s learning curve is way steeper than DAZ, especially if you’re planning to do everything yourself. What most people do is, if they wanna get into Blender, they make characters in DAZ and then move them over to Blender... which means you have to learn two programs instead of one—but even then, it’s way easier than making characters in Blender from scratch, since that would mean fully understanding what sculpting actually involves.
There’s no easy way, even if you’re just using AI, you still gotta put in some effort to get decent results.
 

n00bi

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Nov 24, 2022
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I wanna make a game ,most likely it would be a VN(nsfw!).
You must make a plan. a game is more than just characters.
You will be needing assets that is just ordinary day to day stuff.
Grass, Plants,Streets, Buildings, Chairs, Sofas, Beds, Glasses, the hole damn thing.
oh man the list is soo long, there is soo much assets involved.

The cost is not important to me here
Perhaps Maxon Cinema 4D then ?

It dosent have a Huge set of NSFW assets, but it has a ton of other things you will need depending on the type of game ofc.
Depending on the Version, some include all of the things i mentioned above, and it also have a asset browser, offline and online.
Ofc As always, you need to check the license for all the assets you use no matter what 3d tool you use.
Its really embarrassing if your game gets taken down by some dmca claim.

Blender’s learning curve is way steeper than DAZ
Indeed, i mostly agree on this. But If you really want to have fun with 3D rendering and animating in the long run.
Anything else than Daz is a better choice, even if the learning curve is steeper.

I dont really know what the learning curve is in either Daz or Blender as i am mostly using C4D.
But from the Few times i have tried to use them for any thing its like. omg how can people actually understand this.

which means you have to learn two programs instead of one
Not really. I have use Daz to just export the model from it. this includes morphs and animations.
You need to know a little bit but not much.
Imo its more about knowing the export setting if you want to traverse between 3D tools. often Fbx is used and yea. it has it quirks, as you need to get both the import and export correct. else you may end up with a messed up rig and what not.

There’s no easy way, even if you’re just using AI, you still gotta put in some effort to get decent results.
only some... :whistle:


I prefer C4D as my 3D tool and some say, why do you use it.
its so expensive, Blender++ is free to use.
Expensive. yes but, this is kind of half true.
I guess its also one of the reason i see people rarly mentioned it.
The pricing is kind of based on the geographic also imo.
If you live in EU or US you can easily afford C4D even working as a truck driver, plumper etc.
A normal day to day job, if just just cut some expensive. ie don't spend $10 on coffee etc each day.
Don't subscribe to multiple streaming platforms. Ie netflix, etc.
So its a bit how you prioritize thing, you need about +/- $80-100 per month for it.
Ok, if you have 5 kids to feed it might be hard else you can manage.

And another thing about C4D is its user-ingerface. its just more intuetive imo, easy to use.
Overall far superior, but thats subjective.
Blender is a great free tool, it basicaly can do all C4D do some more teriduse than other but yea.
If i could wrap my heard around its UI i would have switched over long time ago.
But i just find it awefull to use, maybe there is some merit to the old say `its hard to teach a old dog new tricks` :p

If the Op has money, it's just a suggestion for him to look in to, it's a great tool.
 
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anne O'nymous

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[...] it’s way easier than making characters in Blender from scratch, since that would mean fully understanding what sculpting actually involves.
Not just this.

Strictly speaking, anyone could sculpt a basic prop with Blender; assumed that they take the time to learn. But among the millions that can sculpt a prop with Blender, or any sculpting software, a vast majority wouldn't be able to create a human body from scratch.

It need to have the artistic capabilities to create something that would actually looks like a human body. What is obviously far more difficult than creating something that would actually looks like a chair, a table, or even object with curves like a lamp by example.
Plus, unlike most props, a human body have so many moving and bending parts, and each one have to still looks good in all positions, individually and as a whole. What mean that being able to make a shape that looks like a human body isn't enough. You also need to make it so every single vertexes still make the shape looks good whatever the natural deformation will be applied to the meshes.
Then you'll have to weight paint the model to link each vertexes to the bones that have an impact on them. This in such way that, once again, each vertex react correctly when a bone is moved, following it more or less depending on the deformation that need to be applied.
 

coffeeaddicted

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Apr 13, 2021
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I fiddled with Blender and it was soo cool but alas it takes a helluva lotta of time to be able to make a human let alone a good looking one it seemed. for now it seems my only option is Daz but still not sure if there's sth to be done with cc4 lol
I think if you have right tools, it is probably more natural and easier, instead of using keyboard and mouse. Just a guess.
I was trying to model at one point and it is possible but i believe you have to understand how Blender works and it's commands and shortcuts.
 

coffeeaddicted

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You can import bodies from DAZ into any 3D software and further edit them in Blender (for example swap the head, but it will require one to re-rig it and match the topology if the new head is from different DAZ model or it's non-DAZ), will also require some extra work to unwrap the UV's and do shader work, but it's worth it if you want more unique characters.

I happen to have Character Creator and it too has some bodies and heads to work with, but there may still be need for additional work and modelling to add certain features to characters that may not necessarily be easily available for DAZ or CC (especially if the game is to be anything other than vanilla sex, for example unusually proportioned fantasy characters, say shortstacks or perhaps more anime or "3D" like characters (more cartoony instead of hyper realistic) or if one wants to do some bestiality stuff or really just have something that feels more "custom" and unique), although with CC one can do some interesting characters, especially if you shell out on the extra stuff other than the base CC package as it may feel quite barebones (but DAZ asssets also cost money, it's not all free).

At the very least you'd make a decent enough character in either DAZ or CC and import that into Blender to make better shaders, add body physics, custom particle based hair and have more control over the animations, add custom morphs for expressions and for example bulges and more advanced fluid simulations for facials and overflowing creampie animations, plus the renderer in Blender (cycles) looks much nicer IMO and there is also faster Eevee rendered, which is closer to real-time than the path traced cycles renderer.

Whenever r34 animators don't rip characters from games and re-do them to work well for animations or not make custom characters (that do need to be indeed made from scratch, so first a basic sculpt, then detailed sculpt for finer details to be later baked into normal/bump maps, then modelling a quad based mesh on top of it/retopo, uv unwrapping, baking maps and texturing/shading, rigging, making morphs/blend shapes, adding clothes, hair, physics) they often use DAZ for bodies and slap a head on top, of course there is more work to it than just attaching a head mesh (which as I've mentioned, may have different topology than head, and you need clean topo for animations to work well as you need to be able to not only add smoothing/subdivision modifiers (and good luck doing that with a triangle based head mesh with lower/higher poly count attached via ngons and tens/hundreds of ngons and triangles to a quad based body mesh) but also to make sure the connection is seamless and thanks to good topology deforms nicely when you tilt/rotate the head, plus you need to rig the head as well, give it blend shapes, adjust weights, etc. It's a lot to learn.

As I wrote earlier, easiest way for you would be to stick to DAZ, make characters in it and then animate and render withing DAZ, for extra step, import those into Blender and do shading/animation and rendering in Cycles, then next step would be to modify exisiting body and face meshes and other stuff I mentioned.
That is what i think.
DAZ is pretty good for what it does.
It's a hobby and as such, i would not stray into pro. software, even with a safety copy of sorts.

I watched a long time a youtube channel which covers mostly DAZ but also CC. It was interesting but it's beyond my scope.

Mentioning animations and 3D. DAZ to me is 3D software but try's pretending it can have moving characters. I haven't seen anything that would convince me personally that it is great.
For promos, yeah probably.
What i see in games isn't really convincing of something like in games that use Unity for example.
But maybe i understood it wrong.
So i am not judging. It just isn't my personal aim. Hell, i don't get off the ground because to make something really good and quick (of sorts) for a game, i just don't have the time.
Still, fun hobby.

What i like about CC is the option to possibly create a character i am looking, for so long. There aren't really a lot of older characters. So, i could imagine doing something like that. Though, i have zero clue about how to make a good skin. So that is that.
 

coffeeaddicted

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Not just this.

Strictly speaking, anyone could sculpt a basic prop with Blender; assumed that they take the time to learn. But among the millions that can sculpt a prop with Blender, or any sculpting software, a vast majority wouldn't be able to create a human body from scratch.

It need to have the artistic capabilities to create something that would actually looks like a human body. What is obviously far more difficult than creating something that would actually looks like a chair, a table, or even object with curves like a lamp by example.
Plus, unlike most props, a human body have so many moving and bending parts, and each one have to still looks good in all positions, individually and as a whole. What mean that being able to make a shape that looks like a human body isn't enough. You also need to make it so every single vertexes still make the shape looks good whatever the natural deformation will be applied to the meshes.
Then you'll have to weight paint the model to link each vertexes to the bones that have an impact on them. This in such way that, once again, each vertex react correctly when a bone is moved, following it more or less depending on the deformation that need to be applied.
i can attest to that.
In my spare time, i do drawings. Specifically, Charcoal.
Getting the anatomy right, isn't as easy. Of course, you can make "help"lines to get the most important parts indirectly copied on to the canvas (kind of cheating) but if you do free handed, it is much more difficult to do.
There are great artist that can draw a head in minutes to have the proportion right. I am not on that level.

I tried Albert Camus and i had already drunken wine and wasn't super concentrated. The result was, his head was more narrow. Well, i could say, an interpretation and its good.
Screenshot 2025-04-25 192001.png

For a good laugh. Seriously.

I also noticed that people are fixed to copies. So when an artist creates a figure, the most applause will get who get's it like photolike. Not to forget artist that may use AI in which case, what is the point even of drawing.

I did try in Blender to carve out a head. It was a disaster. In the end i gave up, but i think you can do it. It needs practice. There are some (of the 1%) that have the real talent. Most don't and that is the difference.

Not sure if this is the reason that a lot of figures are variation rather than new characters. The artist makes some minor changes and voila, a new face or figure is born.
As a business plan, this is actually brilliant if you think about it, but a bore if you want to see something actually different.

There are puppets that can guide the artist how proportions look. But a look into biology will be good enough.

I am too old to spend time with Blender for virtual things. So i rather draw when i have time to disperse my mind.
 

jonnyl8r

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I my self cant scalped in blender or create in Daz. I have tried many times. When i made my first small VN (lost now, pc died) i used HS2. Much easier when starting out. Now i am attempting to make a new VN, this time i am using VaM. You can import models from blender and Daz. Also there are a lot assets already made and it isnt hard to open Unity and make something and import it into VaM
 

anne O'nymous

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I tried Albert Camus and i had already drunken wine and wasn't super concentrated. The result was, his head was more narrow. Well, i could say, an interpretation and its good.
Which I could draw something "as bad" as yourself see your drawing. I mean, yes the head proportion aren't good, but it's clearly him.


I did try in Blender to carve out a head. It was a disaster. In the end i gave up, but i think you can do it. It needs practice.
For you it would probably be doable, yes. And, advantage of 3D sculpting over drawing, you can correct the meshes almost indefinitely. But it's something that one would do because he want to be able to sculpt human.
I mean, for someone who have the inherent artistic talent needed, it would probably need at least one year of constant learning and practice, before being able to do it. Then, a full month by model to sculpt. Therefore, it's not a journey you'll start solely because you want models for your own adult game.
In comparison, learning how to morphs a Genesis body with the tons of partial morphs would need around a month of dedicated practice, then you could make a unique personalized model in less than one day; this without necessarily needed to be an artist. This while learning how to make your own morph through Blender two/three months, and then in less than a week you can have your personalized model.


Not sure if this is the reason that a lot of figures are variation rather than new characters. The artist makes some minor changes and voila, a new face or figure is born.
For Daz Studio, the reason is that you need your model to be as compatible as possible with everything else. It would be useless to make a model that need each clothes/hairs to be manually rigged by the user. Tweaking the Genesis 8 female meshes ensure that everything made for the Genesis 8 female model will fit and correctly follow the pose.
As for games, it's more or less for a question of development. It will need less time to sculpt the different characters, and you don't need to have an animation set for every single one of your models. If you play modded games like The Elder Scrolls or Fallout, where there's tons of alternate bodies, especially at the early stage of those bodies, you probably noted that, sometimes, there's something wrong. The animation do not works well with the model and, for a frame or two, the body lead to a weird result.
 
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CrvX1995

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That is what i think.
DAZ is pretty good for what it does.
It's a hobby and as such, i would not stray into pro. software, even with a safety copy of sorts.

I watched a long time a youtube channel which covers mostly DAZ but also CC. It was interesting but it's beyond my scope.

Mentioning animations and 3D. DAZ to me is 3D software but try's pretending it can have moving characters. I haven't seen anything that would convince me personally that it is great.
For promos, yeah probably.
What i see in games isn't really convincing of something like in games that use Unity for example.
But maybe i understood it wrong.
So i am not judging. It just isn't my personal aim. Hell, i don't get off the ground because to make something really good and quick (of sorts) for a game, i just don't have the time.
Still, fun hobby.

What i like about CC is the option to possibly create a character i am looking, for so long. There aren't really a lot of older characters. So, i could imagine doing something like that. Though, i have zero clue about how to make a good skin. So that is that.
Haven't used DAZ in a while so I don't remember if it has animation tools, but CC has more crap that's all intergrated, it can do animations, there are preset animations you can use to animate stuff, crowds, clothing, it also has integration with Unreal, so you can both import characters from it to UE and you can also use UE's character creator (metahuman) to create a character and then import it into CC and further change it in there. There is iClone, headshot for mocap (with dedicated hardware like mocap suits and cameras but even for face simply using iPhone/iPad with the depth camera) and lots more.

Check their site:

But you don't need to spend years learning Blender to make basic animations, I'm currently learning it (have been for like a week or two) and already understand most of the UI, bunch of tools (mostly done modelling, shading, sims) - yet to get to rigging stuff and sculpting and more advanced modelling (such as doing retopo/modelling around a sculpt) but generally familiar with concept.

If you spend 3-4 hours a day, within month you should be good to go to do basic animations, import characters, do texture work, etc.

I think you should give DAZ a go to make basic characters and then animate them in Blender, it will be as hard to do in Blender as it will be in any other 3D software, but advantage of Blender is that if you need to make something extra (like a prop) - you can do so easily right in it, clothing is tricker, for that I'd use more dedicated software or just go with clothing that comes in DAZ and import that into Blender with character as well.
 

n00bi

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For you it would probably be doable, yes. And, advantage of 3D sculpting over drawing, you can correct the meshes almost indefinitely. But it's something that one would do because he want to be able to sculpt human.
I mean, for someone who have the inherent artistic talent needed, it would probably need at least one year of constant learning and practice, before being able to do it. Then, a full month by model to sculpt. Therefore, it's not a journey you'll start solely because you want models for your own adult game.

In comparison, learning how to morphs a Genesis body with the tons of partial morphs would need around a month of dedicated practice, then you could make a unique personalized model in less than one day; this without necessarily needed to be an artist. This while learning how to make your own morph through Blender two/three months, and then in less than a week you can have your personalized model.
Yes.
i want to chip in and say something tho.
Sculpting humans isnt for everyone. i mean that is, if you want 'michelangelo' level of body details.
We humans have such an eye for details when it comes to looking at humans, we can easily spot when something is off.
Its much easy to sculpt a dog, due to so many races, breeds, nose lengths.. etc "hairy balls with 4 legs" :p
so unless your sculpting your personal dog, your eye/brain accepts "fantasy" more.

But never the less if you can do 'michelangelo' level of body details or Not.
the journey you want to have with your 3D tool must be because you like it, want to have some fun, relax, escape reality whatever the reason is. if your goal is souly to make a game, forget it.

And i also want to say that. in my opinion, if you are a person with VERRY high artistic skills.
Trying to make a game alone will take a long long time. and youre probably not the correct type of person to do it.
for example. it takes about roughly 2 min to create a spoon that would be acceptable laying on a table at a distance.
but her while you sculpt it.,, bamm. your obsessive compulsive disorder kicks in.. nop,, these point must more to the left.
that polygon is to big,, 10 min past, 20 min past.. you get the idea :p

You need to comprimse a lot if you ask me.
Being able to sculpt a good looking human is an "requirement" for an good artist.
Its also an requirement 'in my opinion' for a desent Vn game needs to have.
But its not a requirement you need to have as a game developer in spesific.
you may be a good animator, good with scenery, good with particles. or something.
There is a lost more stuff to put together than having artist skills when it comes to making a game.
As you well know, making games involves so much more that just making characters and puting a scene together.
There are a lot of balls in the air to juggle, story, scripting so so much..
 
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anne O'nymous

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And i also want to say that. in my opinion, if you are a person with VERRY high artistic skills.
Trying to make a game alone will take a long long time. and youre probably not the correct type of person to do it.
I agree. People will say that they are amazed by what you did, but it will never be good enough for your own eyes and you'll constantly goes back to it because of this.
For you to be able to do it, you need to be part of a team, and not the one who make the calls.
 
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coffeeaddicted

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Which I could draw something "as bad" as yourself see your drawing. I mean, yes the head proportion aren't good, but it's clearly him.




For you it would probably be doable, yes. And, advantage of 3D sculpting over drawing, you can correct the meshes almost indefinitely. But it's something that one would do because he want to be able to sculpt human.
I mean, for someone who have the inherent artistic talent needed, it would probably need at least one year of constant learning and practice, before being able to do it. Then, a full month by model to sculpt. Therefore, it's not a journey you'll start solely because you want models for your own adult game.
In comparison, learning how to morphs a Genesis body with the tons of partial morphs would need around a month of dedicated practice, then you could make a unique personalized model in less than one day; this without necessarily needed to be an artist. This while learning how to make your own morph through Blender two/three months, and then in less than a week you can have your personalized model.




For Daz Studio, the reason is that you need your model to be as compatible as possible with everything else. It would be useless to make a model that need each clothes/hairs to be manually rigged by the user. Tweaking the Genesis 8 female meshes ensure that everything made for the Genesis 8 female model will fit and correctly follow the pose.
As for games, it's more or less for a question of development. It will need less time to sculpt the different characters, and you don't need to have an animation set for every single one of your models. If you play modded games like The Elder Scrolls or Fallout, where there's tons of alternate bodies, especially at the early stage of those bodies, you probably noted that, sometimes, there's something wrong. The animation do not works well with the model and, for a frame or two, the body lead to a weird result.
It isn't hard to do. The one thing i learned from an artist is, do it. Don't think. Free yourself.
So, even if it turns out its crap, you did it and you can learn from what you did wrong.
My aim isn't to be the artist but to express. Drawing helps me to free my mind and to interpret things that are on my mind.
Challenges are there to be overcome. You just need the will, determination and some talent.
If i would see meaning in DAZ, i would put a lot more energy into it.

Here is another example, which i think isn't bad but not finished.

Screenshot 2025-04-26 073221.png

So, yes. I could probably do it. But i have the problem that when i do a task, i sometimes snap. I am getting jitters, unrest.
Especially with Sisyphus tasks.
I relay more on dials, mix characters perhaps or morphs.
Recently i bought the character "The Judge" from Hevistate and its a real good character. Kind of what i had in mind. An older character that shows age but also the beauty of being older.
I am a bad story teller, so there won't be a story. Only snapshots.
In my opinion DAZ consumes more time, than drawing an image. And so, working with a more professional application wouldn't be satisfying. At least not for me.

Since most here are younger, there is time to learn the skills and make it perhaps a profession. It doesn't have to be adult by nature but by anatomy.

Creating a DAZ figure is probably not easy to do from scratch. I don't have the knowledge and probably not even curious enough to do.

I think, anyone who wants to do that, should just start with basics. Visualize it on a paper and then translate it to a virtual space.
What bugs me most with DAZ, is the missing diversity in characters. There are mostly, imho, fantasies which is fine. I chasing for the reality in a way which isn't represented a lot. Which explains also the lag of older characters. But then again, i don't know how a real dev works.

Here a sentence i really like.
Le vent nous portera, its a song which i really like and it is also true in life to let us be carried by the wind. So what ever floads your dreams, let it carry you to where ever it will go.