I find it is easy to create and pose the characters in Daz Studio then export into Blender where a artist can do so, so much.
>>642673what are you using? neither teleblender 3, nor daz importer 1.3 seems to work for me, textures, make up, specular, bump, and transparency always get fucked up
>>642674Hey man sorry, I posted then ran off to work. I have to do it the manual way without a script. The .dae or .obj format works. Use format .dae if you want to preserve the rig.I used to export, import, fucked up, change settings, export, import, fucked up, change settings, etc.Kind of know the routine now on how to get the materials fixed after import. And the materials is basically the only trick you need to know.I wonder why there isn't a good script for this. I used to code c++ a long time ago. Python couldn't be that difficult.
If you can show me Daz > blender > unity/unreal with animations I'll be impressed
>>642718It's something difficult to come up with. The time from scene assembly to f.a.p. is too short with DAZ, which leaves little to no room for experimentation and improvement.
>>642706welp, it seems like i'll have to learn to use blender's materials sooner or later
>>642718>>642755It's fucking easy. YOu export daz to .fbx with the rig intact, from there you can easily import it onto maya/blender/unityThere's DAZ plugins that transfer to maya directly with the join coontrolled morphs intact
>>642919>There's DAZ plugins that transfer to maya directly with the join coontrolled morphs intactAsking from curiosity, would is this necessary? Isn't it possible to export a FBX and just work with it in Maya? Or is it necessary because the plan is to polish the pose or animate in Maya, and that's the only way of having the morphs still work?
>>642919Except it isn't easy.Do it, show us.
>>642925Fbx fucks up with daz rigs because they have a shitload constraints.
Finished this one over the weekend.
>>643250any lewds of the cute little girl?
>>643255Good morning.No. There are no lewds. I really despise that manga/anime crap that comes out of Japan and Korea. But yet.. the people are happier. Oh yes, ignorance is bliss. But this isn't a philosophical thread.
>>643257>I really despise that manga/anime>does startrek fanfic with DAZ, and main character is normie with low quality horns.. damn the world is wierd AF..
>>643260The anime/manga look is way too over saturated. If you like it then good for you. Pat on the back. High five and potato.
>>643265Get off the pedestal.
>>643265kekST fanart is like another level of autism, so you are not one bit better than all the weebs here
>>643265>The manga look is way too over saturated.Its printed in black and white, how can it be too saturated.
>>643278I am on a bridge, not a pedestal.
>>643322Hanging a retroilluminated picture of stars on the wall doesn't take you to space, Anon.
>>643322You forgot that all ST view screens - even the old ones from TOS - are true 3D displays, not just flat screens.
Using the same workflow. Pose in Daz Studio, export to Blender. If exporting an .obj file the materials will be imported for Blender internal render. If exporting a .dae then the materials will come in ready for cycles.We already have the materials set and ready from other work so in Blender we just append the materials we want from one of our older work files. All of the girls material names end with the extension .Hanna, so when we are browsing the file we want to append from, we can filter our search using .Hanna. Then we see all of Hanna's materials and import those.The background is from Pixabay. The guitar is from Blendswap, by user Simmonrepp. We are trying to keep it simple here. We think it is not quite finished, this shot could use a little volume-metric light rays but the officer writing this post has to run off to work. He will not be able to answer replies for about 8 hours from now. Please practice safe sex.Starfleet Out.
>>643933cute render. they look like real little figurines posed in front of a poster
>>643933How is she not falling off that rock?