Thank you,
AlexStone! For post production I use PhotoShop, which is fine I hope. Still learning my way through it, as well as the DAZ studio itself. My renders are in 4k and of course it takes a few hours (3-4) until a single one is done.
First.
PS is ok. I only use GIMP because I work on Linux and it's free software. All the tricks I usually do in GIMP you can do in PS with even less efforts.
Second.
As I wrote above, it's worth understanding that a normal game on RenPy (or any other engine that is using pre-rendered still images, but not 3D-model animation) with good character art includes minimum 1000-2000 individual renders. If the game is complex, with many storylines, or includes animations, it could easily be 5000 renders. For example, Being a DIK is already over 19000 individual renders and that's by no means the limit.
So if you take 3-4 hours for each rendering, this unpleasant fact will sooner or later bury even the most successful project. There are 8000 hours in a year (24/7/365), and any developer can never make full use of them. Hence the players' whining "well, why do we have to wait three whole months for an update". Try rendering everything just a little faster!
Therefore: Try to reduce render time as much as possible from the very beginning, or you project will sunk later! It doesn't matter how powerful computer/CPU/videocard(s) you have: it won't be enough if you don't think with your head.
E.g. even with my Ryzen 9 3950X with 64Gb RAM I have to think twice on each render.
Of course, 4K resolution immediately makes the task a few times more difficult from the nowadays minimum standard of 1920x1080 - simply based on the number of pixels to render. Of course, such a game will be enjoyable for everyone to play even in five years' time. But how do you explain to players that they will have to download 4-5-7 Gb of updates 'every f-cking time new version'? This is the scourge of games with good renders, you should think about an updater programm at this point. Or, as compromise: limit the initial release renders to the 'budget' 1920x1080 resolution, which is several times faster than 4K in terms of rendering.
You can make 4K remake afterwards - if your game will successful and popular. It is quite easy, if you store your original .duf scenes.
I tried to export my models to Blender for shorter animation rendering, but I failed due to genitalia HD meshes. I didn’t try hard enough tho, so I might return to that it in future.
What do you think about my resolution? I’m afraid, rendering of my animations in DAZ studio might become quite a pain in the butt. Do you see any improvements on that topic?
Blender can be a solution, but remember, that all 'bridges' and 'converters' from DAZ to Blender will be another pain in the ass, since Blender Cycles engine is quite different from DAZ Iray. I made some transfers of characters from DAZ to Blender by myself (with utilities and manually), but it is always time consuming procedure without 100% quality results.
For my experience Blender Cycles can be 3-4 times faster than Iray with same quality, but, once again, it is 'bare difference' of CPU/Videocard performance on ~same scene, without time for your efforts for proper conversion of assets, textures, shaders etc.
But, from other hand, you can speed up Iray render of DAZ with some (or, better say: many) tricks. As example, simple trick how to make a good renders of characters within the complex background/environment:
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(In any case 80% of your game renders will be the same and quite simple: your characters sits/stays/interacts at the table/on bed/in car placed 'somewhere', and this full detailed landscape you can show without DOF effect once, on your first 'bird-view' render). You can find a lot of such quite simple, but useful tricks in YouTube.
Also, you can check official tutorials from DAZ, e.g.
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: it helps me a lot, when I tried to speed up my renders. From this tutorial you easily understand the approach of 'give Iray more light' I mention in first answer to your thread. Don't afraid to 'burn' your scene with light: you can easily fix it with canvases later, in PS:
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