3D-Daz Daz3d Art - Show Us Your DazSkill

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Techn0magier

Well-Known Member
Jul 2, 2017
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It is said that from time to time, you should go back on your old ideas.
Well, I wanted to test the skin builder for G8F before I buy it, so here is, what I came up with. I thought it would be a good idea to combine those two. The character is a G8 morph of the Blaire model from the G3F range.
Blair.png
 

mcmania

Member
Dec 4, 2016
121
893
Here's a new character from one of the games I work on. Unlike most pics here, this one's very sfw (for now).

View attachment 191649
The picture is quite good... but in a way is ruined by the "agressive" advertizing/signature on the lower side that attract to much the attention...

One of the first rule in composition is to avoid to distract the attention of the viewer from the main interest of the scene... and IMHO a signature cannot be what attract the sight in the first place...

It will be far more bearable if it was slightly blend into the picture than the actual pure opaque white...

EDIT: There is also a glitch at the level of her right hand (right side of the picture): her jacket/vest try to "swallow" her thumb due to the smoothing modifier applied to it (I suppose)....
Inked203245_loc_pro_TATTOO_cov2_LI.jpg
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,342
We have a number of scenes in our game that require large and small crowds in different public places. Turns out, billboards can be expensive. Sometimes they don't exist for the location we want, other times they are at angles that don't jive with our establishing shot. And so we've set out to learn the art of billboard making. This is one of our first attempts and I'm very happy with the net result.

caligulas nsfw.jpg
 

Conviction07

Active Member
Game Developer
May 6, 2017
773
3,250
The picture is quite good... but in a way is ruined by the "agressive" advertizing/signature on the lower side that attract to much the attention...

One of the first rule in composition is to avoid to distract the attention of the viewer from the main interest of the scene... and IMHO a signature cannot be what attract the sight in the first place...

It will be far more bearable if it was slightly blend into the picture than the actual pure opaque white...

EDIT: There is also a glitch at the level of her right hand (right side of the picture): her jacket/vest try to "swallow" her thumb due to the smoothing modifier applied to it (I suppose)....
This image was taken directly from the patreon page, so that's why the logo is there. And just to clarify I'm writer for the game, not the artist, so I can't take credit/responsibility for that aspect. But nice catch on thumb, we'll try to fix that.
 

mcmania

Member
Dec 4, 2016
121
893
We have a number of scenes in our game that require large and small crowds in different public places. Turns out, billboards can be expensive. Sometimes they don't exist for the location we want, other times they are at angles that don't jive with our establishing shot. And so we've set out to learn the art of billboard making. This is one of our first attempts and I'm very happy with the net result.

View attachment 192041
First of all, I like the picture alot.... The poses and setting are really nice... Just it lack a bit of atmosphere... What I mean is that the picture is too sharp/clear : if I may suggest it, it will be more warm if you used volumetric lighting (dust and diffraction of light) and also maybe use blooming effect... That's just my 2 cents...
 
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Zairus

Member
May 25, 2017
146
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My continuation of skin shader research, basicaly every daz base model come with default sss crhomatic mod and base colour effect scatter only, and thats not how skin supposed to work, i have know about that for quite some time but i'm not working with ladies that often in daz and generation 3/8 in particular, and didn't tweak that much surfaces before.
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This one is chromatic sss mode and scatter only with default presets of transcluency, transmitted colour and Measurement\scattering distance ammount of glossines and top coat weight are the same. And i change her top and use on it transcluency shader, it doesn't look that good in the end))
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And a Filter for a little fun)
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What do you guys think and what settings you prefer to use?
 

RomanHume

Sommelier of Pussy & Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,342
This image was taken directly from the patreon page, so that's why the logo is there. And just to clarify I'm writer for the game, not the artist, so I can't take credit/responsibility for that aspect. But nice catch on thumb, we'll try to fix that.
Going to completely disagree with everyone on this. If your artwork is part of a game, put your logo on it. There is so much art floating through this thread, some of it good, some of it bad.

When I see art your like yours, I'm going to stop and admire it an then keep scrolling. If I see a the name of a game on it, and the image is really awesome (like yours), I'm going to stop, admire it, and then check out your game.

If you were just piddling around in Daz and were just making eye candy, that's fine, keep it clean. But if your art is part of a team project or a game, that deserves to be recognized.
 

Techn0magier

Well-Known Member
Jul 2, 2017
1,191
4,228
Going to completely disagree with everyone on this. If your artwork is part of a game, put your logo on it. There is so much art floating through this thread, some of it good, some of it bad.

When I see art your like yours, I'm going to stop and admire it an then keep scrolling. If I see a the name of a game on it, and the image is really awesome (like yours), I'm going to stop, admire it, and then check out your game.

If you were just piddling around in Daz and were just making eye candy, that's fine, keep it clean. But if your art is part of a team project or a game, that deserves to be recognized.
The problem here isn't that it is an ad. The problem is the way the logo apears. It distracts from the image this way. In an art threas like this one, that is a no go. It would be by far better, if it would be integrated into the image like an additional tatoo of hers, or and in style prop like an ad on a screen in the image itself.

just my opinion in this matter.
 

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,243
7,572
My continuation of skin shader research, basicaly every daz base model come with default sss crhomatic mod and base colour effect scatter only, and thats not how skin supposed to work, i have know about that for quite some time but i'm not working with ladies that often in daz and generation 3/8 in particular, and didn't tweak that much surfaces before.
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This one is chromatic sss mode and scatter only with default presets of transcluency, transmitted colour and Measurement\scattering distance ammount of glossines and top coat weight are the same. And i change her top and use on it transcluency shader, it doesn't look that good in the end))
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And a Filter for a little fun)
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What do you guys think and what settings you prefer to use?
All 3 alternatives work just fine for inserting into renders. The first however is probably the most realistic. The vascularity morph adds to the image, however is probably a little too severe for the body type selected.

As a side query about vascularity, does it have a skin texture adjustment to place vein skin tones to match the morph?


Going to completely disagree with everyone on this. If your artwork is part of a game, put your logo on it. There is so much art floating through this thread, some of it good, some of it bad.

When I see art your like yours, I'm going to stop and admire it an then keep scrolling. If I see a the name of a game on it, and the image is really awesome (like yours), I'm going to stop, admire it, and then check out your game.

If you were just piddling around in Daz and were just making eye candy, that's fine, keep it clean. But if your art is part of a team project or a game, that deserves to be recognized.
Agree with RomanHume here, don't have an issue with content creators advertising their own work, although it is a shame when it detracts from the work (becomes focus of image). For the image in question, if the logo was in the bottom left corner instead, it wouldn't have detracted from the focus of the image which is the character.
 

Zairus

Member
May 25, 2017
146
1,058
All 3 alternatives work just fine for inserting into renders. The first however is probably the most realistic. The vascularity morph adds to the image, however is probably a little too severe for the body type selected.

As a side query about vascularity, does it have a skin texture adjustment to place vein skin tones to match the morph?
No, that product affects only geometry and don't have option to work with texture at all, there is another product that came with an actual texture, but i don't like it, it's here
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too rough for me.
 

jfredy78

Active Member
Jul 22, 2017
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5,646
bonsoir a tous étant novice je suis sur un projet de comics mais je ne comprend pas pourquoi pour faire un rendue sa prend autant de temps sur l'image je suis qu'a 23% et sa fait 2 heure
ne sachant pas faire de bon réglage je demande votre aide s'il vous plait

good evening to all being a novice I'm on a comics project but I do not understand why to make a rendering takes so much time on the image I'm 23% and it's 2 hours

not knowing how to do a good adjustment I ask your help please pisci 00.png
 
5.00 star(s) 12 Votes