- Aug 23, 2020
- 2,530
- 12,155
I find that the scaling of props in Daz is wildly inconsistent.Has anybody else noticed how big the chair looks that Sophia is sitting in?It looks really wide.
Mind you that could be the camera angle or the lighting
I find that the scaling of props in Daz is wildly inconsistent.Has anybody else noticed how big the chair looks that Sophia is sitting in?It looks really wide.
Mind you that could be the camera angle or the lighting
wildly inconsistent as most things in Daz areI find that the scaling of props in Daz is wildly inconsistent.
So, how’s the update coming?Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problems I think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
Thankyou for the clarification on my question.Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problems I think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
From a scene composition standpoint, would you consider removing the lamp and moving Sophia closer to the desk? The shot feels very fragmented and the main focus is in that ridiculous lamp. Sophia feels like she's a million miles away, and I feel like I have to move my eyes a ton in order to see the scene's most important elements. I'm no expert in Daz or scene composition, but this one feels like it could be improved. At minimum removing the lamp would help a ton.Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problems I think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
Indeed the pictures are perfectly done, nevertheless theLol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problems I think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
here we go, the salty kid try defend his poor ego instead of workingLol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problems I think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
This is just an overview render. It doesn't serve for the conversation per se! It literally just serves as the first impression when they're sitting and talking. Giving a spacial impression. For the conversation I used direct character camera angles.From a scene composition standpoint, would you consider removing the lamp and moving Sophia closer to the desk? The shot feels very fragmented and the main focus is in that ridiculous lamp. Sophia feels like she's a million miles away, and I feel like I have to move my eyes a ton in order to see the scene's most important elements. I'm no expert in Daz or scene composition, but this one feels like it could be improved. At minimum removing the lamp would help a ton.
Just some thoughts to be helpful.
It is simpleJust a quick question since You are well versed with the game.
How do you find the logic of game being released on an event basis rather than the entire day basis?
Update based on event will be much shorter compared to the entire day like 0.150 and 0.130, this is my guess. Event based updates will have shorter game time and again the cycle will be the same of waiting 2-3 months for the next event of the same day.
The ideal logic should be longer game time within a shorter release period. This is my understanding of what should be achieved. What’s your say?
Ok but it doesn't change the fact that the establishing shot is poorly constructed because of the lamp. You don't have to move Sophia, but that lamp should be nuked from space and removed from the Daz servers. Please please please consider deleting it.This is just an overview render. It doesn't serve for the conversation per se! It literally just serves as the first impression when they're sitting and talking. Giving a spacial impression. For the conversation I used direct character camera angles. View attachment 1657597
View attachment 1657598
You just like take the piss of your underage fan base.Lol, it's always funny to read comments here from people with obviously limited understanding and knowledge both of art programs and art in general, trying to discuss detailed stuff about it like experts. It's a little bit like watching a monkey trying to solve tricky mathematical problems I think those special persons here know who I'm talking about
Just for fun I'll tell you quickly what's the real deal.
The table leg is not my mistake nor an artistic mistake in general. And I really need to laugh reading a comment of a well known troll postulating it's because of the "Daz denoiser"! How the heck a denoiser should give such an effect??? Yes, the Daz denoiser is horrible but it doesn't matter how horrible it is, it can't cause such an effect just on the table leg part of the image! I never use the denoiser because it flattens the textures. And even in case the denoiser would have caused this leg thing, the entire image would be blurry which is not the case!
That the leg looks like this is because the creator of that asset decided to give it a more "glassy look" by reducing the opacity. I didn't even notice anything wrong with it and also left it like this "glassy". My main focus was also more on stuff above it.
I re-rendered this scene and here you can see the difference with opacity low and full:
Low opacity table leg:
View attachment 1657425
Full opacity table leg:
View attachment 1657426
OK, maybe this looks really better. I also edited some minor stuff, so thanks for the hint with it anyway.
Furthermore, for those who complain about my art is getting worse, probably just because they either have nothing else to do in their life or just out of fun keep digging out ridiculous details to keep bullshitting on my game.
Here's the difference between the standard Daz Studio render, which is already edited a lot in the program, taking the most out of it:
View attachment 1657433
And here's the edited and enhanced version, giving it a more cinematic look, which also takes a lot of steps in PS:
View attachment 1657435
And here's the final upscaled and corrected version:
View attachment 1657454
The sharpness in direct comparison:
View attachment 1657479
And here the direct comparison between the Daz standard render, which is already practically the best you can do with the program, and the final result which will be used in the game:
View attachment 1657543
See, how many steps are necessary to make it look like the final result? So, if this art quality isn't good enough, I'd like to see something better! Especially from the "fan art" which some people praise here so much being better! And this is not even the most demanding render of the update, btw!
So, we got two more previews because of the discussion. XDThis is just an overview render. It doesn't serve for the conversation per se! It literally just serves as the first impression when they're sitting and talking. Giving a spacial impression. For the conversation I used direct character camera angles. View attachment 1657597
View attachment 1657598
It was the best angle to give a quick overview together with the lighting. The lamp is part of the asset which I just left like it is. The lamp gives the table and the surrounding a better atmosphere imo and is an important illumination for this part. Removing it would make the front part too dark together with the faces. Spotlights would look strange there because this would be light without a source. Making the lamp much smaller would be possible but would also illuminate a much smaller surrounding. I really don't see any issue with that lamp in this image. Plus, because of the DOF effect, the front with the lamp inclusive are blurry and the characters behind sharp, which already gives you the highlighted part of the image! Plus it's also a kinda nice division of the two parties of the scene. Sorry, but this is really far-fetched complaining at a very high level which became standard here on this forum site.Ok but it doesn't change the fact that the establishing shot is poorly constructed because of the lamp. You don't have to move Sophia, but that lamp should be nuked from space and removed from the Daz servers. Please please please consider deleting it.
By the way, did you see my recommendation about an artist that I think could help you to speed up the development? You should try to contact him.It was the best angle...
Lust&Passion I believe finding 3D artists to hire who can match your quality it's not that impossible as you think.
Look, I went to Daz3D galleryYou must be registered to see the links
And there are several artists with impressive renders. Look for example this guyYou must be registered to see the links:
View attachment 1640838 View attachment 1640837 View attachment 1640835
I went to his youtube channel, where he makes tutorials and certainly you can tell he has a lot of knowledge, and I found hisYou must be registered to see the links. There he says: "Hey there - my name is Rauko. I'm a 3D artist creating both Safe for Work (SFW) and Not Safe For Work (NSFW) content such as images, animations, visual novels and games. I've been working with various 3d tools and applications over the years but am currently firmly encamped in the Daz 3D field and pumping out images on a regular basis."
And how many patrons he has? 2. It seems that he is not making profit from this right now, so maybe he will be interested in be hiring by someone.
You could write him something like: "Hi I'm the dev from A Wife And Mother, a very popular adult game, and I'm searching for someone who can make "[insert number]" renders per month of this quality. Are you interested? Write me at "" and we discuss the payment."
And you can do that for every artist that can make renders you like. Yo go to the gallery, watch a great render, then you write that to the artist.
There's other great renders by others too:
You don't have permission to view the spoiler content. Log in or register now.
I have the opportunity to communicate directly with the game developer, whom I have been following for a long time. I have long been interested in the question - why was the model "Adora" chosen for the main character of "Sofia"? As far as I understand, she (Adora) is a mystical hero. Why did you like her so much?.Lol, it's always funny to read comments ...