I dont really have a decent collection of assets for like an apartment scene
I don't think anyone really does.
I mean sure, one can find an asset with maybe everything in it, but then assets like those tend to get overused and if a lot of your players recognize the asset, which destroys the magic of your art, in a way it breaks immersion, the art becomes less abotu your game and its world and more of players recognizing how the game was made, they mentally go off track.
I'm lucky and was able to get a butt ton of assets I wanted and needed to design my own perfect house and stuff, but it is not nearly as fun as making characters. making an apartment or a park is called environment art, and I feel it tends to be most people's weak point, including myself. It's not that is is hard, I have seen some users do magic with minal effort, just planes, boxes, and textures and this one guy could make a 2 story house with a pool. Once he explained how it was made, you could see it in the art (a real house has trimming and other details, his was just a simple wall and floor with good textures he bought), but before that illusion was broken it looked totally like a premade and bought asset. the issue with making enviorment art is just the fact that you could make anything, the canvas is blank and you don't know what to do. Yes you could play around with asset, rocks and trees, table and beds, But then, hardly anyone actually notices the background and characters are more fun anyways, so it is a mixed bag of what people actually end up doing or buying. but you can get away with doing some pretty simple things. maybe just one wall or a corner of a room as a background.
I'm lazy so I gave up doing scenes really, I only make basic mock ups for test renders as I focus on figuring out how I want to do characters (in terms of my final art style), I'll worry about scenes and making a game once I have my characters figured out. See, you think you are going to mess around with characters, and then use some assets to make a game. No, you are going to play around, learn, share some stuff, and the moment you make something, bring something into existance, you start to have an ego, from the moment you shared that image, you must feed your ego addiction. Because you learned more and think, I could do better, so you go back and go through everything again, but before you finish you stop and again think you can do better and then your rinse and repeat, and you never finish anything
eventually you find a compromise between time invested and quality, and that is when you have found your first art style and you start publishing things more regually (I haven't gotten to this stage yet with 3D art but I did with 2D art... but then I found 3D art and stopped 2D art)
My only recommendation for scenes in daz is to use large light sources to fake the light bounce of a room to fill it with a nice even tone, and then worrying about things like light bulbs and lamps for a room. I have seen many artists try either using only the light bulbs and windows of a scene, but they either need to make them really bright in order to light up the room, but the moment a bulb or window shows up in the scene or render, it is too bright and washes out. Or if they try to make the light bulbs look good, that leaves the rooms looking so poorly lit that it looks like a bad/bland attempt to make a horror-themed hospital room. The other things artist try to do to overcome these issues is using 'ghost lights' to fake the lighting to try to make character/room look illuminated, but the issue with this is they often just have a spot light or point light that is too focused or small or just used to illuminate the characters or just their face, and the artist still wonder why their lighting still looks fake. The last trick is to play with exposure and gamma settings. this doesn't work because iray is fundamentally flawed. iray is designed to be the standard for all ray tracing needs, be it in games or content creation, and as a result it uses an older sRGB type LUT table. The issue with this is that your virtual camera has 8 f-stop (a measurement of light sensitivity, kinda like, how dark and bright things can be in a scene before they are pure white or black) due to mathmatical limitations, this is worse then the cheapest disposable cameras at 10 or 11 f-stops, I think octane (which most daz users buy and use instead of the default iray in daz) has 16 f-stop, high-end Hollywood cameras have 14.5, the human eye which self adjusts on the fly is able to reach a max range of 15 to 20 stops, and I think really high-end rendering engines (and blender's
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LUT, which is free) have 25. these f-stops allow your virtual camera to see a wider range of light, so a dark room with a really bright light bulb can instead now be well-lit room with a light bulb where you can see the details of the bulb. So no amount of fiddling with the camera setting fixes the issue, so with daz you have to fake it. Often the remedy to this is to try increase light bounce to try to get the room to light up, 12-16 bounces is industry, and in Big hero 6 they went crazy with 24 bounces to give the movie supper soft and gently lit rooms that are still bright to match the toonish art style. but this is very computationally inefficient, and I max out at 4 bounces before I feel like I can't get anymore out of it (I also cheat and use the superior branch path tracing technique). So eventually you have to fake it with ghost lights. The magic is to make the lights that fake a well lit room is to make sources very large (like physically big balls of light, I usualyl do a range of 15 to 5 feet in radius) so that they emit soft shadows, and using a combination of high above head lights, belly level lights, being at the center of a room or where ever light from a large window lands as well as different color temperatures. (even pure white led or tubes follow the blackbody-color temp). but that depends on experience lighting scenes or your understanding of physics.
At this point I should call you obi-wan.
XD sorry if I am rambling too much, I guess I am just having fun remembering the problems I have faced and how I overcame them, sorry if I am stealing all the fun or learning experience out of this. I don't know if I would be anything like a jedi master, if you ask most serious daz users on these forums I am still a new guy who can't answer any technical questions about daz, I just use it to make base character shapes, I am more of a blender user. I'm more like obi-wannabe.