3D-Daz Daz3d Art - Show Us Your DazSkill

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seamanq

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Aug 28, 2018
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ellen pensive.PNG

Using Ren'py to composite two separate assets created in Daz 3D. The posed foreground actors are much faster to render and a limited number of posed actors can be used to tell the story, ala Ren'py's sample story The Question, and Palmer's Daughter for Dessert, just as a few examples. (I do know that DFD is not made in Ren'py, but I was speaking more to storytelling style.) While it's not perfect, it is a way to reduce the visual assets required for the storytelling as well as substantially cut down the physical game size. I love how Ren'py composites PNG images like the foreground. You can see the picture frame through the strands of her hair.
 
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Deleted member 444674

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RomanHume

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Jan 5, 2018
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We're going to start offering SFW version of the wallpapers we offer our $5 patrons. Thought I'd share them here too just because we're proud of the work we're doing. We've finally gotten completely away from out-of-the box poses and are doing all of the posing from zero ourselves. Much happier with the results!

Enjoy! Cheers!

2018-11-30 Nanami Strip Club Wallpaper SFW.jpg
 

Zairus

Member
May 25, 2017
146
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We're going to start offering SFW version of the wallpapers we offer our $5 patrons. Thought I'd share them here too just because we're proud of the work we're doing. We've finally gotten completely away from out-of-the box poses and are doing all of the posing from zero ourselves. Much happier with the results!

Enjoy! Cheers!
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Maybe i don't understand your post correctly, but adjusting an existing pose to your liking is much easier and less time consuming then creating everything from zero point, why create such dificulties?
 

RomanHume

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Jan 5, 2018
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Maybe i don't understand your post correctly, but adjusting an existing pose to your liking is much easier and less time consuming then creating everything from zero point, why create such dificulties?
A fair question. The answer is...well...several reasons:
1. We notice a lot of the same poses being used by nearly every game creator on the site. After a while, it becomes visually boring.

2. We reached a point where were tweaking existing poses so much, that there was almost no reason to start with the original pose at all.

3. Existing poses, in our experience, always require adjusting. They never fit right out of the box.

4. Many existing poses just look wrong to us. Maybe the joints are stacked improperly and the figure looks off balance. Maybe the pose looks normal, but as you study it you start to notice small absurdities (I notice this most with the shoulders as if the creator touched ever single bone except for the shoulders).

5. It doesn't take us long to do a pose from zero. We've spent so much time using the Daz sliders that we fly through the manipulations. The one above took approximately five minutes to set her in that pose.

6. I just feel like we can do better than the existing poses being sold. Call me arrogant, but given the number of adjustments we always have to make to existing poses, I just think we have a better eye for detail when it comes to balance, posture, etc. Are we perfect, absolutely not. Are we better than what's being sold? I absolutely believe so.
 

Xavster

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Game Developer
Mar 27, 2018
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Maybe i don't understand your post correctly, but adjusting an existing pose to your liking is much easier and less time consuming then creating everything from zero point, why create such dificulties?
Thought I would add a couple comments on the posing topic:
- Poses straight out of the box saves time, however often the limbs are excessively twisted leading to the character looking distorted. Often this can be seen in head bend / rotation where the lower neck, upper neck and head have counteracting positioning.
- I would however recommend hand posing presets and expression presets as the number of tweaks to pose from scratch are excessive.
 

Zairus

Member
May 25, 2017
146
1,058
Thought I would add a couple comments on the posing topic:
- Poses straight out of the box saves time, however often the limbs are excessively twisted leading to the character looking distorted. Often this can be seen in head bend / rotation where the lower neck, upper neck and head have counteracting positioning.
- I would however recommend hand posing presets and expression presets as the number of tweaks to pose from scratch are excessive.
Well, i use both methods, but i'm doing it for fun and use all time that i want to create one scene and when i create pose for a model by myself i spend a lot of time doing that. RomanHume as i understand working on the game, and in game there a lot of scenes that need to be done, and for me just hard to imagine, if for example i have to manualy create every pose from scratch for about 100 scenes per update or something in daz, I would just go crazy.) I like blender posing and maya with they rigging system, in daz it just much harder thing to do at least for me.
 
5.00 star(s) 12 Votes