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File: Chad.png (1.15 MB, 1920x1080)
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Hast this pastebin even helped anyone?
https://pastebin.com/VuQffYvx

prior thread:
>>578574

Requesting less reeves shitposting.
>>
How the FUCK do I get glossy skin on G3F. This fucking shit does NOT work. I'm getting PISSED off.
>>
>>581930
adjusting specular maps?
I'm sure there's some wetlook items as another option
>>
>>581930
> WHERE IS THE SHINY SLIDER
millennials
>>
>>581947
That'd be fucking brilliant if there was, faggot. Or at least if the specular maps fucking worked at all.
>>
>>581948
Spec should, make sure your iray preview window is set to photoreal in draw settings.
>>
>>581948

>I don't know how to use specular maps and settings therefore they don't fucking work.
>>
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working on an anime face sculpt that doesn't look like absolute shit like all other daz anime face sculpts. Mostly basing it on this: https://sketchfab.com/models/7241d158df504d5084e317862aed78ee
and also looking at google images of anime figurines.
>>
>>582004
I know it looks like a fucking alien but I think the sculpt might work when I'm done with the textures.
>>
>>582006
(with some adjustments)
>>
>>582006
It's okay anon, all cartoon/anime/stylized heads with no texture look like aliens
>>
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ugh... not sure why this looks so horrible. I almost want to throw this away but I think I'll push through (sunk cost fallacy) and add brows, lashes and proper anime eye textures later this week.
>>
>>582012
why didn't you use typical anime shading?
>>
>>582012

Filthy nasty hobbitses! They tries to take the precious!
>>
>>581930

There's probably a specular map on your model that doesn't allow specularity on parts you want, also maybe normalmaps on top of it.

You could try disabling these and see if it was that and go to town on the specular settings
>>
>>582022
Thanks, I'm a retard. I just had to disable the vanilla specular maps. Why are they even there?
>>
>>582015
idk how to. and all the toon shaders in the daz shop look pretty bad.
>>
>>582015
maybe this one ain't so bad, though...?

https://www.daz3d.com/visual-style-shaders

never actually ever even tried to render anything in 3dlite. might take me a while to figure out.
>>
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>>582012
worked on the sculpt a bit more. i don't know if I've fixed it or if it's just growing on me but it doesn't look so bad anymore.
>>
>>582045
(ears need fixing)
>>
>>582033

Because most people don't want their figures to look like they're made out of oily plastic.
>>
>>582049
Yeah they just end up looking like they're made out of cloth or some shit instead.
>>
>>582035
>>582036
every 3d software (that i know of) have a toon shader.
and this is not a suggestion, what you are doing shouldn't look good to begin with, because its one of the only artstyles that requires a different shader
>>
>>582057
yeah yeah, I'll poke around. just not familiar with anything but iray.

I think iray could potentially work though, looking at anime figurines. "Star 2.0" is iray too (though it looks awful, I think that has more to do with the proportions)
>>
>>582066
>"Star 2.0" is iray

all the renders on the product page are iray, is what I mean
>>
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Dum de dum de get down with the thickness!
>>
>>582085
Angela White?
>>
How do I stop items made for poser from being covered in Vaseline in Daz?
>>
new lewd thread in aco >>1724154
>>
>>582199
RIP
>>
>>582199
silly billy

here's the new lewd thread >>>/aco/1724154
>>
>>582045
Is it supposed to look like a digimon?
>>
>>582206

Here's hoping play-doh creep doesn't shit that thread up like he did the last one.
>>
No shitposting has really slowed the postrate of this general.
>>
>>582532
this place used to be more active than the lewd thread, now it's the other way around.
>>
File: toonface.png (1.21 MB, 800x1300)
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Sculpt for G8M. G8's posing works so much better for creating toony facial expressions than G3 it's ridiculous.

(oh my brows doesn't seem to convert well from G3M to G8M. will paint something on eventually)
>>
autofitting hairs from g3m to g8m - am I the only one having issues? the pic above for example is aciton hair, but the front lock ended up hidden inside the head.
>>
>>582532
remember that postrate is just an anagram for prostate
>>
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>>582594
with eyebrows and new textures
>>
>>582616
will smooth out the bump maps a little.
>>
>>582616
and maybe play around with a displacement map just for the brows.
>>
>>582616
>asian eyelids
why
>>
>>582597
>am I the only one having issues
No, almost everyone has noticed this issue for "THE MOST BACKWARDS COMPATIBLE MICHAEL EVER"
>>
>>582623
many 3d toons have that type of eyelids without it being seen as Asian. but maybe you're right, I might try to add some more detail to it.
>>
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>>582616
w displacement (and more dramatic light). the displacement map are the brows inverted without color on a black background (I thought neutral was supposed to be 126/126/126 gray but apparently not). I faded out the edges of the brows as well. displacement subd at 3. displacement strength is like 0.3 or sth. any more and it just looked weird. but as it's now it's almost not noticeable at all... except there's like some lumpy stuff on the left brow. oh well.
>>
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>>582626
0.5 displacement strength, 4 subd. not really the look I'm aiming for but, hey, it's a look.
>>
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>>582623
>>582625
added some more detail around the eyes. better or worse? less asian?
>>
>>582629
not even close
>>
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>>582631
right. I was assuming what threw you off (are you the same anon?) was really the lack of detail around the eye, since like I said many toons use a similar look without people thinking it looks asian. but it might be that + how the eyes are half-closed too, idk. tried adding some more detail on top of the eye anyway, as well as a fold on the lid in the bump map.
>>
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>>582631
>>582632
see this is how the same model looks with eyes fully open/no pose
>>
>>582633
>I've seen some shit
>>
>>582632
>many toons use a similar look without people thinking it looks asian
They're also not three dimensional images. Give your figure some kind of recognizable inward line like it used to have and don't waste time arguing style.
>>
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When do you think will DAZ admit they're done? Mid 2018?
Or will they just keep switching a couple words back and forth, calling it a software up for how long their shop keeps their corp alive?

The software is a complete MESS. Nothing gets done and everything other than Studio stalled even earlier on.
>>
>>582659
>When do you think will DAZ admit they're done?

"DAZ" won't get to make that decision because it isn't run by shareholders looking at stock prices. Daz Media Group is privately held which in theory makes it sound like the top execs can do as they please, and that's the narrative any privately held company wants the public to see.

In reality, DMG's board of directors has always been majority held by the venture capital firms that funded it both in the initial phase (when they broke off from Zygote circa 2000) and the second "inject capital" phase of 2011 that led to firing founder Dan Farr. There are only 3 DAZ people proper in DMG's board: the CEO, the COO, and the CFO. They don't hold a veto over the VC representatives whose numbers rose in 2011. The only VC firm without a representative in DMG doesn't need one, because that firm lends rather than invests. It's conceivable that DMG is still in debt to them considering DMG has made two private sales of stock totaling about $13M in shares and to a remarkably small number of shareholders (under 20 individuals between the two sales).

For those of you who can't read between the lines, a board of directors that consists mostly of investor representatives means the VC firms don't trust management to run the company and they all want a seat at the table because they trust each other LESS.

(continued)
>>
>>582681
DAZ has only three real assets: a storefront with about 45k items in it, some commercial applications, and a failed attempt to become a point-and-click game content distributor.

The storefront's catalog is 79% vendor-owned content almost none of which is DRMed or otherwise locked to their store (and HD Morphs which are come with a punitive, expensive SDK that's a disincentive to developers to implement). The majority of the vendor-owned content could be withdrawn and sold elsewhere overnight, only losing direct installation.

As to software, DMG's portfolio of applications is a graveyard of abandonware, applications which were receiving regular updates until their acquisition and would do the company more good to sell off except that doing so would end future compatibility with DAZ Studio. Studio itself has been discussed endlessly here so I'll skip it.

Morph3D was an attempt to compete both with Mixamo Fuse (which got acquired by an industry titan) and Unity (which became one on its own) and has exactly zero traction.

(continued)
>>
>>582649
I'm specificallu talking about 3d toons... look at Netflix' Trollhunters for example. I also gave the model said line, so most kindly fuck off w the "don't you dare argue with me boy" talk
>>
>>582683
Here's where DMG is in 2018: it continues to be silently run by investors who won't openly admit their sunk cost to each other and are looking to contain future losses. They have an ecosystem based around a product they can't derive profit from directly (DAZ Studio), a storefront that can't guarantee annual revenue, a set of commercial applications which have become liabilities since the CFO fired all the developers ensuring no further advances, and the company will continue to play silent poker until one investor folds.

It has to be a bitter situation for DAZ's VC partners. The company has virtually nothing worth selling to a new owner: by design the most prominent, expensive assets (Studio and the Genesis figures) are literally unmonetizable, the store is 80% vendor-owned content meaning right of first refusal to a new owner, the software portfolio is dead and worth more being sold off than developed, and there is absolutely zero proprietary IP that DAZ owns. Unity would be flushing money down the toilet to acquire the company (esp. because the vendors can't be forced to accept game licensing terms for their content). Adobe could buy out Studio but doesn't have any interest in suddenly developing sales relationships with 400+ vendors.

2018 is going to look just like 2017 unless there's an exodus of VC people who all come to the conclusion they were stupid to invest in a company whose only IP is completely fungible. What I can tell you is that Jim Thornton and Matt Wilburn are both living on borrowed time and their replacement will likely be someone from within the 3D industry instead of Cricut or other housewife crafts companies.
>>
>>582649
(but you know thanks for bothering to crit and all)
>>
>>582683
>and HD Morphs which are come with a punitive, expensive SDK that's a disincentive to developers to implement

is the hd sdk hard to use...? where did you get this from?
>>
>>582687
hey I've been dead fucking wrong before and this wouldn't be the last time if I was here too
>>
>>582688
>is the hd sdk hard to use...? where did you get this from?
It's not hard to use, it's proprietary as in any characters you make with it MUST be sold at DAZ3D.com and cannot be sold elsewhere. And the SDK itself isn't free which is consistent with DAZ's mentality that since they gave away the application, developers should pay for any useful dev kits/tools. In contrast Poser charges about $150 more for Pro but that's literally the only monetization for developers (and yes, you will spend more than that getting the SDKs for Studio which aren't upwardly compatible).

As to how they enforce that "must be sold at DAZ3D.com" part, you can guess for yourself how that works.
>>
>>582690
>the SDK itself isn't free
ha that's funny. do you know how much it costs?
>>
>>582690
>As to how they enforce that "must be sold at DAZ3D.com" part, you can guess for yourself how that works.
are you saying they don't...? no, I can't guess
>>
>>582691
>do you know how much it costs
https://www.daz3d.com/forums/discussion/31158/how-can-i-create-hd-morphs-for-ds/p1
They don't want to go public with it. IIRC, a dev once told me it's about $250 (don't quote me on that).

>>582692
>are you saying they don't...? no, I can't guess
The same way Apple prevents people with Xcode from distributing iOS apps they write outside of the App Store. DAZ Studio can only use signed HD morphs, HD morph SDK can only generate unsigned HD morphs, vendor uploads unsigned HD morph to store where it becomes signed.

iOS has an exception for enterprise software development/deployment but there's no necessary analogue for HD morphs.
>>
File: sss.png (1.52 MB, 800x1300)
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wtf happened here? same model and I've copied the surface from leftie to rightie but the sss on rightie is through the roof. I was converting it from iray uber to "human surface base" and back (for exporting to hexagon) but I do this all the time, this never happened before. any idea what might have happened?? and how I could replicate/undo it?
>>
>>582659
Considering how much "muh realism" is needed in todays media, DAZ easily could produce a top tier program to make human models quickly and cheaply available, if they simply worked together with a few experts in the gaming/movie industry, coupled with a similar pricing system that other modern 3d programs have. Modeling humans is one of the most time consuming things, so i bet countless studios would really want such program if it's good enough.
>>
>>582698
>I didn't read the thread: the post

DAZ is running on a skeleton crew and has 3 programmers atm. Their sculptors are all subcontractors they hire about once every 40 months, not in-house talent. They have no incentive whatsoever to let you make figures and bypass one of the few remaining things that holds their position.

> I want it therefore it's possible, also have I told you about the universal living wage and how vaping makes you smarter
>>
Anyone know of some good hand morphs for Gen3 male? I need them for reasons
>>
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one more g8m. tried to sculpt a super toony body shape. it was hard, especially as the idea had in mind (hippo feet/arms) didn't actually work at all so I just winged some shit. face is partly based on the guy above. didn't have a clear idea what I wanted to do with the face either so it's just kinda random. it was a fun exercise but you'd need to do a whole bunch of joint controlled morphs to make it even barely usable.
>>
>>582738
gr8 m8
>>
>>582738
> Jimmy Saville in hell about to be raped by Pennywise
>>
>>582085
Is this daz? How'd you get that kind of specularity?
>>
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made a new toon body (+face) sculpt. lit with an hdri (environment map value: 0.1) and two disc-shaped spotlights (front+back). sculpt is built on the failure of yesterday, kind of. had a more clear idea about what I wanted to do with the body. Face is mostly just improvised but I'm happy with how it turned out. didn't notice until the render came out but the armpit area obviously needs work.

might keep working on this one. would probably make him at least a little thinner so I don't have to do quite so many JCM's.
>>
>>582738
>>582835
>what if I just started making disturbing baby-men

if that's the direction you're taking, please switch to using toon/cel render styles for stills and leave semi-real SSS style shading to animations.
>>
>>582837
>please switch to using toon/cel render styles for stills and leave semi-real SSS style shading to animations.
why...? I like the 3d animated look.
>>
Teen Josie 8 is out. Not a fan of the face.
I wish they would revive Josie 6.
>>
>>582839
yeah she's ugly.
>>
>>582839
she looks like a heavily airbrushed or cg'd 30 year old model

why even call her teen josie, just make her into a new character. is the brand recognition really going to help when she looks like this?
>>
>>582841
Definitely looks like some older board in those "18th birthday" porns.
>>
>>582839
not going over very well in the daz3d forums either.
https://www.daz3d.com/forums/discussion/198626/teen-josie-8
>>
>>582851
Pros: Comes with braces

looks like that's about it huh

rough stuff
>>
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>>582835
same model, a little more polished. kinda shit pose.
>>
>>582859
your older models from what must have been 2 weeks ago on /aco/ looked much more "pixar" and pleasing in general, this guy's not great to look at. I don't know for sure why, I'm not literate enough in the field to explain it. Maybe it's the nose? The big eyebrows and boxy brow? How his head looks like a big balloon pinched off at the neck? I'm not sure if those are actual reasons why I'm not liking it though.

Are you basing these on anything or just your own style?
>>
>>582860
I think I mostly posted girls on aco..? do you mean just the last 2-3 guys, or the one on top as well?
the big difference is I've switched from g3 to g8, I guess. and the "oh my brows" morphing fiberhair eyebrows didn't make the transition so I had to draw on new ones on the texture (which is why suddenly all of them have the exact same set of brows -- it's a pain to edit the texture each time). otherwise yeah, the nose on the last model is obviously in a different, less realistic style. I do different noses for different sculpts, though, it's not like I've settled for this one or anything.

>Are you basing these on anything or just your own style?
usually I look at 3d toons people have posted on artbase and pinterest for inspiration. these last few I've just winged it.
>>
>>582860
but yeah the last 3 pics represent my two first attempts at almost entirely rescultping a body. I've only been doing faces before.
>>
>>582839
> It's another "resting bitchface" episode
I want the name of the retard who keeps getting paid to make these because he's a huge chunk of my dissatisfaction with G3/G8
>>
>>582839
How do you go from this to that? Did Daz decide to make her look like a hungry skeletal because they were afraid of backlah over Joise porn?
>>
>>582898
that also looks horrible
>>
>>582900
>>
>>582905
why does she look stoned all the time ?
>>
>>582914
based jailbaitstoner
Like all the HEYMISTER cunnyposting on /tv/
>>
>>582839
The problem with Daz faces.....is the goddamn mouths. They seem unable to understand WHY the smiles look uncanny which is that in a real smile the corners of the mouth are pulled back over the teeth and the corners also raise up slightly. In pretty much all the Daz models the lips are parted vertically to reveal teeth and the corners are raised without them being pulled back. The lips should also stretch and pull to a thinner appearance which they don't in daz models. The tried to fix in in Gen8, but it still looks bad because they didn't give proper distortion to the face when a smile occurs...they just added some dimples and odd looking wrinkles off each side of the mouth that make them look like the dad from Modern Family. They need to get someone who actually understands faces and expressions if they're gonna keep attempting to introduce better face dynamics.
>>
>>582085
>>582813
Google is friend.
https://thinkdrawart.com/how-to-get-wet-skin-in-iray
>>
>>582945
>the dad from Modern Family
Ty Burrell, whose emotive range consists of either IT HURTS TO LIVE or I JUST ATE THE MOST DELICIOUS BABY

And this faggot (Cake One) isn't helping DAZ any either, shitting up good models since 2004 with his Joker Venom rictus victims.
>>
>>>/aco/1738160

New L/3/WD thread.
>>
>>582954
man the lewd thread is on fire. it used to be pretty dead compared to here, now it's the other way around.
>>
>>582838
Don't let other people encroach on your creative vision. Faggots just want to dictate what they think you should do. You really shouldn't listen to people too much.
>>
>>582949
They all look like burn victims.
>>
>>582972
I mean I'm here to get criticism so I can improve but yeah that particular comment was pretty retarded
>>
>>582977
I hear you, I just think you should be cautious when other people try to dictate what your creative vision should be.

It's one thing if you're, say, bad at creating bump maps and someone gives you some pointers on how to do a better job, but as soon as someone starts critiquing your style, you should take in what they're saying through squinty eyes, if you catch my drift, and if you feel like they don't know what they're talking about, it's probably because they don't. Anyway I'm just a little butthurt about people thinking they know better when they clearly don't.
>>
>>582978
... just dont tell me you're the fantastic plastic freak shitting up all the l3wd threads. because then I don't need any of your sympathy
>>
>>582986
I don't go to that degenerate place.
>>
>>582987
>degenerate
yes mike pence you are so pure of heart whilst posting on 4chan
>>
>>582987
hey now, it's not so bad (except the degeneracy)
>>
>>582972
> people aren't allowed to give feedback unless I deem it constructive
eat shit
>>
>>582997
>though you're somewhat successfully recreating a popular look, don't, because of no particular reason at all

"feedback"

You're free to say whatever but at least fucking motivate it when prompted
>>
>>582997
They're allowed to say whatever the fuck they want, I don't have to listen to it.
>>
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>tfw I bought Josie 8 Pro and got the respective pro packs for 7, 6 and genesis.
>>
>>583002
Was the price worth it? Even if you didn't want the Josie 8 figure at all.
>>
>>583002
$50 and still installing right now. Mostly wanted J8's bundled items. Didnt hurt to get the extras for prior generations too.
>>
>>583019
What went wrong in your life that you spend 50+ bucks on shitty 3D characters lmao?
>>
>>583021
According to the daz-deals addon for chrome, it's more like 2k
>>
>>583024
>smalltime
Fullprice Value: $16,311.00
Current Value: $15,173.64
Total Spent: $2,832.10
>>
>>583021
what went wrong in your life that you think $50 is more than chump change
>>
>>583030
What went wrong in your life that you think being financially irresponsible is ever a good idea?
>>
>>583031
I became a high income earner
>>
>>582686
I think you fail to realize just what a cash cow Daz really is, YES 80% of their products come from 3rd party vendors BUT they get 50% (or more) per sale of those items, I know vendors over there who literally make thousands every month, meaning Daz also makes thousands from each of those vendors.

They have created one hell of a biz model, create and release a sub par product, make it free and do updates to it every few months, create (with the help of vendors NOT subcontractors) "base figures" and those sell like mad every release.

Create a 'walled garden' so ANYONE using your software never needs to leave YOUR store to buy stuff, AND lock vendors into selling ONLY through your store (IE bob's product at Daz can NOT be sold elsewhere.

Not to mention they bought out RDNA and are now trying to buy out Renderosity, they are not in trouble nor going anywhere soon

TLDR: you speculate on things you obv have little to no knowledge of.
>>
>>583036
exactly. "they only have 3 programmers" => they're cheap as fuck to run + they make fuckloads of money. yeah the private investors are crying all the way to the bank
>>
More gold from official galleries.
>>
>>583036

If they buy Renderosity I'll probably be fucked.
>>
>>583057
Why's that?
>>
Josie 8 ends up feeling just like those shitty anus-lipped models from Aeon Soul
>>
>>583040
Her lips look inflamed. Do people not understand that lips stretch as the mouth moves?
>>
>>583036
> IIII THINK YOU FAIL TO APPRECIATE
> you speculate on things you obv have little to no knowledge of.
>bait.duf

I've been using these stores since 2000, have probably purchased more items than you've pirated and know long-term vendors personally who've shared stories about what DAZ is like to work with, never mind following the forums. Based on what you've posted it's obvious you jumped in somewhere around the time DAZ Studio 4 came out, get your facts from 4chan and DAZ forums, and have never read a merchant agreement with any of the online stores.
As to DAZ being a powerhouse that ate up RDNA, "I think you fail to realize" that DAZ has not once not fucked up an acquisition. Acquiring a brand but losing 90% of the inventory because the vendors hate you (from experience) isn't a win, it's an embarrassment. Go ask someone with pubes how their acquisition of PoserPros went. If you have to google PoserPros, try to remember this is a school night and you have algebra homework due tomorrow.
Nice try sweetie ;^)

>>583039
>yeah the private investors are crying all the way to the bank
News flash: DAZ hasn't been a startup for about 12 years now and the representatives of the VC firms should have exchanged their board seats for voting stock already. When that doesn't happen and they hold onto enough seats to be able to fire management (like they did in 2011) that paints a different picture. They don't give a shit about profit percentage, they care about growth and so far DAZ has neglected its software portfolio and treads water as a content vendor.
>>
>>583066
>Go ask someone with pubes how their acquisition of PoserPros went. If you have to google PoserPros, try to remember this is a school night and you have algebra homework due tomorrow.
>Nice try sweetie ;^)

>taking this much pride in being 50 and having used a shitty dollhouse simulator for 20 years

congrats, I think you just won at life.
>>
>>583099
and it's the same guy bragging about using over 50+ dials on his uniquely ugly hag, right? being this obsessed with the software for this long but still being completely shit at it? priceless
>>
>>583099
>YOU KNOW NOTHING JON SNOW
later
>HA HA YOU'RE OLD ENOUGH TO RUN FOR PRESIDENT

excellent retort m8

>>583100
>bragging about using over 50+ dials on his uniquely ugly hag
Literally no one knows what you're talking about.

>>583036 got his shit pushed in and now he's in damage control mode having zero (0) facts to support his bullshit made-up positions. Expect /v/ tier "arguments" to move the goalposts and save face to a bunch of internet strangers.

cry moar faggots
>>
Less shitposting, more maximum tit sliders.
>>
>>583138
I'm a different anon, retard
>>
>>583142
> I'm a different retard, anon
>>
>>583065
If Daz people understood anatomy she wouldn't have that mess going on with her left shoulder
>>
>>583205
>If Daz people understood anatomy
They stopped paying the people who sculpted and rigged G1 and G2 and went straight into BioWare territory.
>>
>>583138
I don't mind having oldies on here but do you have to act like a butthurt faggot? Also the forced memery to fit in... it's just kinda pathetic, at your age. Be sage and shit instead pls or kys
>>
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lots of shit wrong here, some I could fix it but I can't be arsed right now. getting the "streaming hair" to fall down like this was quite a pain, and it's still far from perfect, as you can see... but getting this to look any better in hexagon would take a week... smile is a bit creepy, could have fixed that. shirt (sharecg freebee "virgin killer") needed some more smoothening also.

but yeah despite the many shortcomings I'm pretty f-n proud of this. model and diffuse maps and iray settings are 100% my own.
>>
>>583328
what's the best software for doing hair positioning morphs on already existing hair like above? hexagon sucks ass, ofc. is zbrush any good?
>>
>>583329
Zbrush has everything you'll need senpai
>>
>>583329
Look into VWD, seriously. It adds gravity morphs to existing hair.

>>583338
>zbrush is the answer to every question in the world, mannn
you must be 18+ to post on 4chan
>>
>>583329

I usually just rig the hair and pose it with the bones. It's tedious but it works, is easily controlled and animatable.
>>
>>583354
> rig already existing hair
yeah, this is "post tutorial" level
>>
>>583354
how do you do that?
>>
>>583373

The same way you rig anything else. You pick parts of the mesh you want boned, make face groups for them, make bones selected by the face groups, fill the face groups for the bones at 95%, then go through each bone one at a time posing it and adjusting the weightmap for that axis of rotation, usually just a matter of smoothing. Rinse and repeat.
>>
>>583376
roughly how long does this take to do?
>>
>>583378

Depends on how complex you want to make the rig. Sometimes I'll have multiple chains on bones running through the hair mesh in which case it takes several hours to do it all. Sometimes I'll just have three or four bones running down the back in which case it doesn't take long at all.
>>
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>>582045
lightly revisitied my anime sculpt with my new toon skin textures. sculpt as well as textures still need work of course, but I'm seeing some potential here.
>>
>>583401
she looks like a turtle to me

i like turtles and all but somehow i just don't think that should be the first impression i get from a human face

it's gotta be the mouth. the nose doesn't help but primarily it's gotta be the mouth. The angular points to making the shallow M shape.
>>
>>583405
>she looks like a turtle to me
I can see that in the sideview now that you mention it, yeah. I think it's mostly the mouth. not so much in the front view though, right?
>>
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>>583405
thought about it more and i think i read it as a turtle because it's flat, thin, M shaped, and pointed at the overlaps, at least that's how it reads in the render with the textures. like she's sucking her lips in between her teeth.

i don't trust modern anime to get lips right unless it's filling the whole screen, maybe diverge from that style for this and go back to disney. also seeing the straight pointed nose rendered in flesh isn't a great experience.

tried to find some anime mouths i thought might look alright in 3D.

https://media.giphy.com/media/PxliDh8jp015m/giphy.gif

this one has a side view if you can pause it on a good frame.
https://media.giphy.com/media/F9QgsafldD2Cc/giphy.gif

anime typically doesn't even have lips huh, just searching for best anime lips to see what people are into gives me perfect booleans into their skulls.

maybe hentai will have good lips... anime styled, but not simplified for animation.
>>
>>583406
less in the front view but it's still not great.

maybe this will help with the volume. it looks like the front U section of the top lip should actually go outward and overlap, rather than it all being flat and pulling both lips down there and up next to it.
>>
>>583401
https://chan.sankakucomplex.com/post/show/6311837
https://chan.sankakucomplex.com/post/show/6334981
more of this artist: https://chan.sankakucomplex.com/?tags=caidychen

this sort of style that's clearly anime but isn't simplified for animation should work a lot better in 3d since there's still human features like nostrils and lips.

or maybe https://chan.sankakucomplex.com/post/show/6353902 where the nose is simplified more but there's still a hint of a nostril.
>>
>>583407
>>583408
>>583409
thanks, but most of those refs are in a completely different style, I'd have to scrap everything. I'll fix the mouth though but personally I like the nose. I might experiment with something else further down the line though.
>>
>>583410
sorry, I'm retarded, I could of course just use the noses for ref. I might use them later on, thanks.
>>
>>583410
it's cool, i don't think you're obligated to whatever someone says on here.
>>
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>>583401
hmm. overall improvement I think, but parts might have looked better in the previous version. mouth still needs some work.
>>
>>583423
I can't tell if it's the lighting but it looks a little better, a little worse.

Nose looks nosier, like there's more width and mass to it. That could be handled with a slider though right? You can make your own sliders for those small things without much hassle?

The lips look like they have more volume from the side, but having more volume is literally only good change I'm noticing. Everywhere else, form and shape, looks worse. Now the mouth's line, like if you were to draw from one corner to the other between the lips, is perhaps too straight. Doesn't have to be a W shape but I think I'm used to there being a curve.

Maybe think about what it is they're stylizing, what all the parts are supposed to be based on anatomically, and what their stylization is trying to achieve in the contexts of style and simplicity of animation so you can make informed decisions on how to stylize an anatomically correct human head to anime like the anime artists did. Can you just get an image of a human head and an anime head and circle where things match up and where they don't to get more connections formed in your brain so you can quickly access more complex thoughts and help with problem solving? It's all about those extra neural connections, anything you can do to connect ideas to form new ones.
>>
>>583428
A slider to just make the nose bigger in various dimensions I mean. I'm not sure if you did anything more complex than that to it and want to be sure you're not thinking about a slider than totally changes the local topology or moves edge loops away from the bridge to the tip or something.
>>
>>583423
looks horrifying
>>
>>583423
Tone down that SSS for crying out loud, it looks horrendous
>>
>>583437
does it...? I like the soft plastic feel myself
>>
>>583437
what about it exactly is it that makes you think it look horrendous?
>>
>>583401
> anime sculpt
> photorealistic shaders
good, I thought we were running out of new ways to be uncanny
>>
>>583423
If you're going to render so large and with so few samples, could you denoise and shrink it down or try http://airenderer.com/app/ so we can see it through the noise? It's almost like trying to look at something blurry.

I don't remember how fast AI Renderer is though, but the appeal of only needing a fairly sparsely sampled render with a textureless OpenGL render, which is explained in the help page so non-Blender users will know what to approximate in their own programs.

http://airenderer.com/help/
>>
>>583461
Not the guy you responded to but thanks for this, will test this utility out some time.
>>
>>583461
*the appeal of only... is pretty strong.

I've been losing track of my sentences a little too frequently lately.

>>583467
No problem, hope it works out well for you.
>>
>>583423
anon, give up. it was a good try, but 3D anime with photorealistic shading is never gonna work.
>>
>>583423
One of the main problems, which isn't related to the shape of the head, is the eyes. Spend some time fixing the eyes because right now, the iris is small and a large portion of the sclera can be seen both above and below it. This looks like the eyes are wide open which conveys fear.
>>
>>583481
I disagree! I've cracked it now, haven't I? I mean there's stuff that needs fixing like there's too much of the inside of the eye is showing, texture-wise there's stuff left to do, and I'd want a more stereotypical anime hairdo to top things off but proportions, face shape etc. look fine now, even in iray. if you saw this in an animated short in this render quality I'm sure you wouldn't think twice about it.

>>583461
thanks. I've left it running for over an hour but no progress though. this particular render btw is the result of 3 hrs of chugging... it's the damn hair, I think. but I think it's the only one in my library that's even remotely anime-ish
>>
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>>583503
meant to attach this
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>>583502
>Spend some time fixing the eyes because right now, the iris is small and a large portion of the sclera can be seen both above and below it. This looks like the eyes are wide open which conveys fear.
Ooh, good catch. One of the Disney model sheets for Meg from Hercules mentioned this.
>>
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>>583504
There's a border around her lips, guess that's where the material changes to be glossy, plus this weird red line.

Still don't care for the mouth and the area between the eyes looks too wide. Maybe bring the inner corners of the eyes in? Think you should maybe put it away for a day and come back.
>>
>>583507
yeah, noticed the difference in gloss/bump map bumpiness too, it'll be a quick fix. mouth could still be straightened some more but it looks mostly normal now, at least.
>>
>>583502
that's sort of on purpose, I'm making the default a little surprised/scared and then pull down the lids a bit when making expressions.
>>
>>583423
Look at these characters from 5 movies made by 3 studios. Notice that all the art directors chose the same basic settings for texturing/shading, lighting and rendering. No PBRs, no SSS, no uniform skin tones expecting the lighting/rendering to compensate. Every one of these studios had the resources to use something more realistic looking than ray tracing yet none of them went to PBRs because 3D toons still operate off of 2D visual paradigms and look uncanny as fuck trying to combine the two.

Eep and Linguini have ruddy cheeks. Tighten has ruddy ears. Gru has AO maps darkening his ears, eye sockets and (like Mavis) the underside of his nose. You are gimping your own sculptwork when your choices in texturing and rendering (all coming from photoreal settings) refuses to highlight contrast in the final rendered output.

Make your effort in sculpting work for you.
>>
>>583516
No SSS doesn't seem right, but I don't have the information to prove either of us wrong.

At the very least SSS doesn't have to be realistic, it just has to soften the surface lighting.

I'd love to see some in-house textures from a modern cg Disney / Pixar movie.
>>
>>583516
thanks for the perspective. I'm not going to pretend the reason I'm doing iray over 3Delight right now is laziness - I haven't got around to toying with 3Delight yet. that said I'm def. not convinced this type of sculpt can't look good in PBR, with pronounced SSS, etc.. My endgoal isn't specifically to do anything with either render engine though - my goal is just to do a good sculpt.
>>
>>583518
* I'm not going to pretend the reason I'm doing iray over 3Delight right now ISN'T laziness
>>
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>>583518
>I'm def. not convinced this type of sculpt can't look good in PBR, with pronounced SSS, etc.

Form is tied to style. Step back and ask yourself why the studios and wannabes are avoiding those because it isn't due to rig limitations: https://www.pinterest.com/pin/262334747020377253/?lp=true

i don't fault you for believing something but at the very least try to find precedent when the overwhelming majority stands against it aesthetically.
>>
>>583505
that's def for that character style (sensual) though and not a general rule.
>>
>>583520
sure, but if everybody quit whatever they were doing for no other reason than the lack of a precedent... you know.
>>
>>583522
The difference between an artist and someone who wants to be an artist is that the artist can take constructive criticism without belching a logical fallacy.

Don't be Andrew Dobson.
>>
>>583523
hey, I appreciate the crit and advice and do intend to try out other types of renders and I think I've made as much clear, so no need to go all holier-than-thou on me...
>>
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>>583461
shit's been stuck here for more than two hours...
>>
>>583529
what is this and how do I use it
>>
>>583529
did it fail to automatically refresh or something? 2 hours is too long.
>>
>>583531
tried three times and it gets stuck at the same place every time.
>>
>>583532
oh well, might just no longer work. it's been around for maybe six months and as far as i know they haven't monetized it.
>>
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I get it if you guys are sick and tired with this particular sculpt, but hey. it's not like there's much else going on here anyway.
Say what you will but at least it's come a long way since >>582012
>>
>>583544
You have improved it. She looks human, not like a fish hybrid.
>>
>>583544

Her bottom eyelash is poking through the bottom lid and into her eyball. I can't imagine how painful that would be.
>>
>>583544
You can maintain an anime style while having a real nose. That thing looks so dumb. Ears are too translucent. Eyebrows look like paint.
>>
>>583544

How does it look cell shaded, but rendered in Iray it doesn't look very "anime" at all.
>>
>>583583
eyebrows are "oh my brows" fiber mesh bla bla so not actually painted on.
>>
>>583583
... but they're just stopgap brows until I've started to work on the textures anway.

>>583584
yeah I've realized I've perhaps made it look "better" at the expense of anime-ishness. but with different eye/eyelash textures... maybe.
>>
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>>583544
> floating decals casting shadows on the sclera
https://www.daz3d.com/catalogsearch/result/?q=anime+eyes

It's as if you are deliberately refusing to learn from other artists as though your ego depended on doing it this way. Your ego can go fuck itself. This is craft WAAAAAAY before it gets to be art and ego has no place in learning craft.
>>
>>583587
what the fuck is wrong with some people, namely you? it's a WIP and I haven't even begun working on to the texturing of the eyes yet. I've fucking mentioned as much five times already. if your life sucks I sympathize, man.
>>
>>583587
that said I'm aware of how star 2.0 does it and it's cool and looks nice, but it seems pretty complicated (it's not just texture, there's a geograft or something on top of the eyes) and I don't know if I can be bothered to learn to replicate it. but it doesn't have anything to do with fucking ego, man.
>>
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went back to my references for the first time this time around. shortened the face by a whole lot. re-anime-fied the eyes. some stuff on the nose. haven't really begun working on the ears... don't have a clear idea on how they should look.

reminder: I'm still working on the sculpt, nothing else. I will move on to textures and shaders when I'm satisfied with the sculpt - I'm not hard-headedly ignoring advice or whatever.
>>
>>583595

Ear is a little too far back on the head. The ear and the part of the jawline leading to it need to come forward a bit.
>>
Can senpai(s) show me what is the best soft-body simulation for exported Daz model? Blender is not working for me.
>>
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My waifu is big! She's huge!
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>>583609
here we go again with this shit
>>
>>583609
at least post a new render, man
>>
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this model is really growing on me. I quite like it as a toony sculpt just as-is, even with the current textures and all. everyone I've showed it to in IRL thinks the nose looks weird, though... but I just can't see it. I probably need to take some time away and maybe reassess it later.

>>583596
thx, nudged it some
>>
>>583617
Meantime, though, it's excellent work. Is this even something you can do all in DAZ, or are you working in Blender or something?
>>
>>583619
hexagon. that's it it.
>>
>>583617
Mouth is kinda bugging me still but it really does look better than any other anime sculpt I've seen for Daz that didn't take a semi-realistic approach like Aiko.
>>
>>583628
yeah, it's not completely un-fucked yet. I'll get to it eventually
>>
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just couldn't stop working on it.
flattened the area between the eyes and the nose. made the head a little thinner. still haven't fixed the mouth,
>>
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>>583617
These are the anime proportions you're looking for. Jawline end ear are along the meridian of the skull and ear (in profile) only takes up a third of that box's depth.

Asians are a little touchy about being depicted with super round monkey ears.
>>
>>583664
thx!
>>
>>583666
np, you were already trying to obey most of those proportions. fwiw I think the mouth's cute as-is but I'd need to see some expressions open/closed mouth to really weigh in on it.
>>
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>>583666
Oh and as people have said bring the eye sockets forward. This is a problem with both anime and realistic character morphs for DAZ figures where the nose bridge is too prominent either because it's too far forward, the eye sockets are too far back, or both.

Notice how much more alert looking this character is just by moving the sockets closer to front.
>>
>>583667
doing expressions with t his one will be a bit of a bitch, because of the nose. most out-of-the-box expression dials alter the nose in subtle ways, meaning the nostril polygons will either pop out our sink in. either way it looks like shit. real men make their expressions with the powertpose/joint editor tool though...

>>583670
thanks, did this already. it looks so much better.
>>
>>583671
>most out-of-the-box expression dials alter the nose in subtle ways, meaning the nostril polygons will either pop out our sink in.

Unless DAZ has changed things radically, expression dials are masters with slaves so you ought to be able to find and disable any slave dials affecting the nose.
>>
>>583673
and if it's all bones just find and remove any nostril bones from the rig
>>
>>583664
>Asians are a little touchy about being depicted with super round monkey ears.

the hell they are. Asians aren't touchy about shit, that's what's so great about them. except the damn war and the bomb, ofc.
>>
What's the point of the base Genesis 3 model being low poly, then being subdivided inside the program? Why wouldn't you just have the model be high poly to begin with?
>>
>>583704
when you have a scene built up you don't need to add additional vertices until render time

it's easier to smoothly modify the body with sculpting or premade morphs because it's going to be smoothed later on when subdivided for a higher resolution and you have less vertices to manage to begin with, same reason you don't apply subdivision modifiers when working on a project in any other 3d program

if it looks the same when the subdivision modifiers are baked in to the base mesh and when they're applied in the program then why make the mesh more complex to modify to begin with
>>
New L/3/WD thread.

>>>/aco/1749642
>>
>>583704
>What's the point of the base Genesis 3 model being low poly
The majority of the memory is consumed by the database application (which was written to compete with Oracle on servers). Every other excuse you're told is bullshit and it never had to be like this.
>>
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My waifu is a strong animal!
>>
>>583731

You appear to be putting in an effort to eliminate the same-face syndrome all your previous lesbian waifus had. Still a cousin but at least slightly different.
>>
>>583731
I quite honestly don't hate the face. Progress!
>>
>>583717
the grumpy butthurt oldie again. it's not the question of not having enough memory, retard. showing subdivided models is the same. besides there already are hd models that display fine without any crashes.
>>
>>583731
>young denise crosby

You are fully functional, aren't you?
>>
Why the fuck does autofit stop working when I reload a scene?
>>
>>583760
Are you saving the scene prior to it. Feel like the autofit is creating something temporary that needs to be saved but I've not had a similar problem.
>>
>>583544
Don't listen to all these raging homosexuals in here.

Looks great, dude.
>>
>>583609
Oh fuck, not this fucking faggot again.
>>
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Max tits, minimum waist. Hallmark of the true artist.
>>
>>583731
This is a vast improvement.
>>
>>583731
Looks like your previous sameface had a baby with Stargate's Samantha Carter

I think it needs more Samantha Carter
>>
>>583777
> max tits
look at this vanillafag and laugh
>>
>>583782
Room filling breasts are bad. Waiting for some legit morphs for G8 now.
>>
>>583783
Why not just use G3?
>>
>>583781
>I think it needs more Samantha Carter
So shorter, with a different body type, head and nose shape but keep the hair
Look the dude's actually taking our advice for once, encourage him instead of memeing.
>>583783
>Waiting for some legit morphs for G8
WELL WAIT NO FURTHER
https://www.renderosity.com/mod/bcs/breast-morphs-for-genesis-8-female/121545
And I worry about rendo QC approving my work, what was I thinking
>>
>>583783
you are aware that you can basically transfer any morph you like from g3 to g8 in the transfer utility, right?
>>
>>583785
Yeah you're right. I don't think it looks bad at all, it just suddenly brought back those good Stargate memories.
>>
>>583785
>https://www.renderosity.com/mod/bcs/breast-morphs-for-genesis-8-female/121545
That guy has flooded the market there with his crap.
>>
>>583785
>>583788
Damn son, you're telling me I can drag titties around with proportional editing, not even worry about it being humanly sexual, and sell it for $15 on the Internet?

Wonder how many copies he's sold of that.
>>
>>583787
>it just suddenly brought back those good Stargate memories.
http://www.sharecg.com/v/39524

>>583788
>>583790
https://www.renderosity.com/mod/bcs/vendor/biala
He's improving but yeah the body part morphs are 2002 era nightmares
>>
>>583790
whoa… so this is the power… of G8
>>
>>583794
I can see some of these being useful for Star Trek aliens but bottom left and middle right... come on.

Also the first five, aside from the third, might be good for gunshot survivors.
>>
>>583796
if you're good enough to do alien textures for these, you're good enough to do 10x better morphs yourself as well
>>
>>583797
yeah I don't think Jim Cameron is losing any sleep over these
>>
>>583794
This shit can be done in literally 5 seconds in Zbrush. People pay money for this?
>>
>>583799
>can be done
>implying it wasn't
>>
>>583797
>good enough to do alien textures for these
>and by "do alien textures" I mean "rubberstamp from clipart of amphibians/reptiles over blue/green base colors"
Yeah I'm gonna say sculpts are actual work.
>>
>>583797
For a Star Trek alien using these I'd just dye them blue or something.
>>
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first attempt at doing anime style pupil/iris. (doing green hair with green eyes was a mistake, i know)
>>
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>>583819
same eyes, different angle, some reflection showing. i don't know
>>
>>583826
Would probably work better, if there was some depth to the iris.
>>
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toying around with the model.
>>
>>583731
I like this a lot more than the previous. Thanks for taking our anatomy crit to heart, it's paying off. I would only consider toning down how defined her ribcage is but the rest of the abdominal definition is within reasonable limits.

You are actually now at the point where you can say "this is my style." Good luck and keep posting.
>>
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>>583839
This is how I'm reading her mouth
>>
>>583869
that's the face you're meant to do when you're on a secret spy mission dummy
>>
>>583871
Am I supposed to eat 40 cakes as well, because that's terrible
>>
>>583839
>no trigger safety
>that loose grip
Would not operate with.




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