You can't.hello guys .... can someone tell me .... or show me how can I do with Daz3d something like in the picture is... as the hand grips his bottom ??? Thanks in advance
I mean, it probably could. But even if they did pay people, it'd probably take a total rebuild of the software/engine, at which point they'd just be better off hiring some talented engineers/etc. to turn it into something better. So, either way, they'd probably have to open their wallets.And I doubt Daz studio ever will
Technically speaking you can, but not thanks to Daz Studio itself.And I doubt Daz studio ever will (outside they open their wallet and pay a 3rd-party to do it).
Oh you can definitely cook something.Technically speaking you can, but not thanks to Daz Studio itself.
You'll need to use one, or a combination, of the tools listed by MissFortune , then rely on Mesh Grabber to soften the result.
Completely forgot about D-former.you can, with a D-Former and patience
No need for mass and collisions model, mesh grabber turn Daz Studio into a modeler.Just not the quality OP shown (you will need real mass and collisions model).
I get what you mean but Mesh Grabber is build upon geometry editor, therefor suffer from the same limitations. You can only select polys, edges and vertices from the base resolution mesh. Even if you want to "soften vertex by vertex", look how they are spaced :No need for mass and collisions model, mesh grabber turn Daz Studio into a modeler.
A shitty modeler that you struggle to use, since it's nothing more than an add-on, but still a modeler. You'll have none of the tools you would use to help you and will have to soften vertex by vertex, node by node, what will need a full day at least if you're not to bad at this... But the question was "how to do this", not "should a human be crazy enough to try doing it".
And be careful, by saying bad of Daz you'll confuse some fools.
Normally you can enable the subdivision for a better result. But I agree that Daz default is to present you a model way more poor in vertex than what it will use for the rendering.Now mesh grabber is a great tool, but in that particular case not really useful (who need way more precise tool).
Problem is being able to select subdivided polys/edges/vertices, sadly everything else is beating around the bush. I suspect some hard limitation, as Daz jump to base level everytime you select geometry editor (&mesh grabber).Normally you can enable the subdivision for a better result.
The problem is more the need to convert, back and forth. Not that it's really difficult, but when you look at the threads here, it would be overwhelming for many. Especially since they wouldn't be sure if a problem is due to a conversion issue, or them misusing this or that tool.That said could be a good sidekick dumb project (hand grabbing ass) to get a bit into Zbrush or Blender, whatever road you use to reach that.
It's the main problem, most efforts you'll put in your renders will past unseen. Worth, you'll pass a full day polishing your scene, then cross a thread saying that Milfy City have the most amazing renders in the scene, or that WVM have top tiers renders...I wonder if this is worth it. I can't imagine to put so much work in to a series of images where the user probably doesn't even appreciate it.
The problem is more the need to convert, back and forth. Not that it's really difficult, but when you look at the threads here, it would be overwhelming for many. Especially since they wouldn't be sure if a problem is due to a conversion issue, or them misusing this or that tool.
At the opposite, I assume that, since they come together and from the same house, there's no issue between Daz Studio and Hexagon. Therefore you can focus on learning how to use a modeler. Then, depending what it really worth, and what you really need, possibly pass to Blender, Zbrush or whatever else, once you starts to be at ease with this.
First thing in the morning, I care for my life...
It's the main problem, most efforts you'll put in your renders will past unseen. Worth, you'll pass a full day polishing your scene, then cross a thread saying that Milfy City have the most amazing renders in the scene, or that WVM have top tiers renders...
But in the same time I guess that it's also a question of pride. I'm now old enough to not care anymore, but when I was younger there were a level of quality below which I always refused to release my code ; I worth better than this, and they (users, players, whatever) deserve better.
I would lie if I said the opposite. But in the same time I know that there's people who take the time to look at the image, since I'm one of them.[...] Though in a game i am certain it will last a second before the user will pass on.
Learn, it can pass. But perhaps because I already have experience with Blender, and I past most of my time learning new codding paradigm and languages. For me it's keeping all this in memory the problem.But when you older (50+) it's much harder to learn all the tools and programs to archive the details.
Gaming... i think i am at the stage where i think i never will actually create anything.I would lie if I said the opposite. But in the same time I know that there's people who take the time to look at the image, since I'm one of them.
Then, the question is probably to find the good compromise between the desire to please the latter, and the time needed for this. And, from my point of view, it's where Daz Studio found its place. Once you understand it, with few efforts it give you this "good enough" compromise ; and obviously I don't talk here about the average "out of the box" renders, you need to put those "few efforts".
Learn, it can pass. But perhaps because I already have experience with Blender, and I past most of my time learning new codding paradigm and languages. For me it's keeping all this in memory the problem.
Honestly if I'm still far to start my own game, it's partly because I loose too much times trying to remember how Daz Studio works, what ridiculously slow down my learning. And since I already lack free time...