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3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

Suileef

Member
Apr 5, 2018
280
7,737
Quality stuff here: composition, lightning, depth.
Positioning her hair. dforge blankets? Your images look very clean. There must be alot of post processing going on in these pictures, no way this is coming out daz.

Do you create games? I never seen games with quality images like this.
First: None of these images have post-processing. It came straight out of the Daz Studio.
Second: No, I don't create any games. One image can take three or four hours of work. At this rate, it would take me six months to make a 5-minute game. I'm not ready to waste that much time.
 
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2C3D

Member
Aug 18, 2017
332
11,395
Skin I've worked on for like 5 hours straight to achieve the detail and the optimization I'm after. Still not sure if its good but dropping here to get your opinions. Didn't make it myself yet worked on it as if it was my own. Probably a couple of skins merged into one to be honest. View attachment 703501
Also, there is a scene I am working on, which seems like a pretty lightweight scene yet when I press render my gpu jumps to 5.5gb vRam usage for some reason. Geometry is 66Mib and texture 2.46GiB with no characters in it. By any chance do you guys know why iRay is using more resources than it shows? Here is the Scene Info from the Sim Tenero Iray Mem Assistant which also kinda confirms what render history says about the vRam usage more or less.
View attachment 703509
Have you tried to render her without the hair? Some hair assets are memory hogs. Might be worth a test. Beautiful skin by the way.
 

NemesiaProductions

Dev of the Family Business
Game Developer
Apr 19, 2019
337
2,396
Have you tried to render her without the hair? Some hair assets are memory hogs. Might be worth a test. Beautiful skin by the way.
I've actually managed to optimize everything on that character. Complete set including hair, subd level 3 takes 700mb vram including geometry and textures. My problem is with another scene. Thats actually why I had to optimize the character to hell and back :D If I add three of that character to the scene it passes the 8gb vram I have on my dedicated render gpu. Not using any screens on my 2070Super so all the memory goes straight to daz. Have a gtx970 installed for my 2 tv setup. It looks like iRay uses more vram than it says for some reason. Will have to dwell further on that. Thank you for your comment on the skin mate.
 
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NemesiaProductions

Dev of the Family Business
Game Developer
Apr 19, 2019
337
2,396
Thanks, But I think did very little work. All the magic is done by the backdrop. My work was just getting pose match perspective, some lights, and some tone mapping. With backdrop, rendering took 2 mins max. I would give all the credit to original image here:

I tried some methods and tinkered settings with Daz but came to the conclusion that its best done in the post because that backdrop has such tricky soft shadows if you look at the trees. I knew I would fail which is why I did it cause I want to see how far I can go. I will redo it tomorrow.
Still, it looks good mate. One more suggestion if I may. You can create a sphere spotlight right above her head and move it a bit back and adjust bloom to achieve realistic lighting effect that can sorta consume her horns (they are called horns right?). If you play with the sphere height you can probably achieve the same soft shadows too. Just a suggestion tho. :D Good luck tomorrow :D
 

KlodowWW

Member
Mar 18, 2019
237
3,862
I would create a shadowcatcher primitive below the character or render with dome-off ground-on style to be able to transfer the shadows to the post composition mate. Nice lighting btw :D
Could you please elaborate on that shadow catcher thing please ?
 

NemesiaProductions

Dev of the Family Business
Game Developer
Apr 19, 2019
337
2,396
Could you please elaborate on that shadow catcher thing please ?
Thats a bit long to explain mate. You can check page with the demo images and instructions. It is basically a primitive to catch the shadows without letting itself show in the render. You can think of it like casting shadow to the air itself. Planar surfaces can be shadowed that way like a bench, wall, ground, table, wardrobe etc. Or you can catch the shadow separately and try to warp it over more complicated surfaces via Photoshop or any powerful image editor out there.
 

Peter020

Newbie
Aug 4, 2018
28
348
First: None of these images have post-processing. It came straight out of the Daz Studio.
Second: No, I don't create any games. One image can take three or four hours of work. At this rate, it would take me six months to make a 5-minute game. I'm not ready to waste that much time.
Yep, quality art is time-consuming, but it's definitely worth it. Wow great job on getting Daz to create these quality of images.
 
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DoctorPervic

Well-Known Member
Game Developer
Aug 13, 2019
1,083
4,433
Yep, quality art is time-consuming, but it's definitely worth it. Wow great job on getting Daz to create these quality of images.
I agree. and in my opinion when creating a game you must find the middle Gold. Be able to produce quality art and incredible speed. Otherwise it will take you ages to create your first game.
 

Empiric

Throbbing Member
Respected User
Game Developer
Jan 13, 2020
2,456
35,208
Test rendering. I hate when eyes don't end up looking at the cam. Yeah, I know some products on Daz but can't buy it yet. I always end up spot rendering them later. Backdrops have one issue. its shadows. I will have to post-work shadows on this one when it renders. Oops! Maybe the breasts are too big. Hohoho.
View attachment 703673
? You don't need products for that. Just in eye parameters set Point at: to camera you are using for the render. Works fine for me everytime.
 

DoctorPervic

Well-Known Member
Game Developer
Aug 13, 2019
1,083
4,433
I just do it manually and it works great for me. However i mostly like the character to be looking at something or someone, I think it gives more character that way. because sometimes when the character is looking right at you, it's kind of like a blank stare.
 

Larry Kubiac

Well-Known Member
Feb 4, 2018
1,895
10,099
? You don't need products for that. Just in eye parameters set Point at: to camera you are using for the render. Works fine for me everytime.
Indeed it works but its bug a little, like loading a duf with this option makes the eyes no longer look at the camera at all and you have to remove pointing at it and put the option back. And you also have to check the settings of the expressions for the eyes because "side by side" and "up and down" and others always directs the eyes so the best is to put these parameters close to zero, because light adjustments allows to refine the eyes fixed on the cam.

Otherwise there's that

 

KlodowWW

Member
Mar 18, 2019
237
3,862
Thats a bit long to explain mate. You can check page with the demo images and instructions. It is basically a primitive to catch the shadows without letting itself show in the render. You can think of it like casting shadow to the air itself. Planar surfaces can be shadowed that way like a bench, wall, ground, table, wardrobe etc. Or you can catch the shadow separately and try to warp it over more complicated surfaces via Photoshop or any powerful image editor out there.
Thanks ! This is going to save me a lot of render time ! (Here I just render the girl and the environment separately)

Shadoow2fff.png
 
5.00 star(s) 13 Votes