- Apr 27, 2017
- 1,042
- 1,188
I've seen a few good examples of well executed honey select visuals, Waifu academy is visually about as good as honey select gets that I've seen so far, from what i can see it is more difficult to get original and recognisably unique characters out of HS than in Daz, now i've no tplayed with HS personally so this is observational only however i have tried Daz and getting unique characters is as simple as playing around with combinations of slider packs and preset models until you're happy, the problem is that getting a good looking character out of that is both time intensive and taste subjective.
I would say that too many people use the same off the peg Daz models, however that doesn't mean that those characters aren't good, Max for example, from BB, he is practically commons free he's so widely used now, it is however a pretty good model for a guy of 18-20 and the designer who popped him out of Zbrush deserves plenty of praise, it's a good model and anyone who has mastered the arcane art of Zbrush to that level has my respect. I've played with the "character creation" in Daz for a while, some of the results are even passable now, it does take time to do however, you're looking at a few hours for the face and roughly the same for the body if you don't use presets and just use sliders ,especially if you're quite picky like me, this represents a fair amount of work right at the beginning of a project and i can see why devs would want to jump right into posing and rendering some sample stuff, but honestly at least tweak the stock presets a bit or at least use HQ models and skins, preferably HQ models, skins and some custom shaping, but perhaps i'm asking too much, there are only so many good Daz assets out there and expecting Devs to go from scratch in Zbrush and photoshop(textures) is far over the head of the average Dev.
In short i'm ok with the Daz staples, they're great, but variety would be nice too.
I would say that too many people use the same off the peg Daz models, however that doesn't mean that those characters aren't good, Max for example, from BB, he is practically commons free he's so widely used now, it is however a pretty good model for a guy of 18-20 and the designer who popped him out of Zbrush deserves plenty of praise, it's a good model and anyone who has mastered the arcane art of Zbrush to that level has my respect. I've played with the "character creation" in Daz for a while, some of the results are even passable now, it does take time to do however, you're looking at a few hours for the face and roughly the same for the body if you don't use presets and just use sliders ,especially if you're quite picky like me, this represents a fair amount of work right at the beginning of a project and i can see why devs would want to jump right into posing and rendering some sample stuff, but honestly at least tweak the stock presets a bit or at least use HQ models and skins, preferably HQ models, skins and some custom shaping, but perhaps i'm asking too much, there are only so many good Daz assets out there and expecting Devs to go from scratch in Zbrush and photoshop(textures) is far over the head of the average Dev.
In short i'm ok with the Daz staples, they're great, but variety would be nice too.