Anyone know if there is some more 40k stuff to be found? I found some good stuff on deviantart so far, but I feel like a lot was lost back when GW nuked the fandom in 2021.
>>1024640 Very slightly androgynous and have the idealized realism that korean/chinese AAA game characters have, i want to use the model as base to sculpt over in blender
>>1024654 >XR71 just when we thought Daz characters were finally getting good with Gen 9, we can always rely on guys like XR71 to keep producing these absolute goblinas
>>1024641 I don’t know why I’m sharing this info because I usually keep my knowledge secret, but go to rstate and look for any love and deepspace character, the clones have different names but look for the painter, the pilot, project s, and the hunter
>>1024667 Yeah but i can't find the look i want >>1024685 love and deepspace are too asian looking i want models that follow the same shit korean/chinese games do to enhance the look but the models themselves aren't asian something like the 3rd and 4th male character from pic related or something like p from lies of p but more masculine
>>1024735 depends on the reason. for me, getting sidetracked is often a sign of burnout. it's not like i do this for a living, so i just take some time off and wait for the desire for Dazzin' to come back.
Managed to rig the helmet of this SoB armor you can find on devaintart after watching a tutorial. https://www.deviantart.com/ryselle-chan/art/W40K-Sororitas-Seraphim-Free-Download-936889590 I'll share it later after figuring out how kek. >>1024737 Powerwashed just 4u: https://files.catbox.moe/zdwexd.jpg >>1024738 Yeah, you're right, it just feels frustrating if you have multiple things that are half finished and you don't render a single thing. >>1024745 Taking a break can help you come up with some fresh ideas too.
Ok, I figured out how to share something: https://files.catbox.moe/sohxfo.rar >>1024766 I assume you mean the catbox pic? The sun is doing the heavy lifting here + a spotlight off to the left to illuminate her a bit more and get a bit more of an eye reflection + a low intensity headlamp from the camera See: https://files.catbox.moe/awzd24.jpg
>>1024785 Yes but I'll often then buy the product if its good. There are edge cases where a product will get updates and those updates wont get pirated.
>>1024785 as far as assets on the official Daz store i almost always pirate, mainly because they're just overpriced.
i do make it a point however to always give money to people who port videogame characters to Daz (which is not an easy process). there's not many of them, so i like them to know their work is appreciated.
>>1024807 it's faster and cycles (blender's render engine) looks better than daz BUT you need to be good with blender materials because the ones brought over by the diffeomorphic daz loader are big shit
>>1024807 as someone who has been putting in a ton of hours the last few weeks making a weg VN using daz assets imported into blender for setting up/rendering, I'd say it is worth it. the tools and workflow that blender provides (with diffeomorphic) is pretty insane. I do have one nitpick: I've actually come to prefer the look of the Iray rendering engine. with proper lighting, it looks really fucking good - I'd say better in the sense of skin realism than blender. the downside is that working in Daz is (imo) a total nightmare whereas in blender I can set up a scene within minutes that looks fantastic. you also can't beat the tools blender gives if you need to manipulate mesh or add assets quickly. working with large scenes also seems like a crazy hassle in daz whereas in blender I have complete control with modifiers to decimate mesh or optimize the scene
also, in order to get materials and textures to look their best in blender, you probably have to do some manual manipulation. I don't do this and just use what gets imported as it look good enough to me but it's definitely not as good as it looks with a good lighting setup and 4k render with Iray. this could also be a cycles/blender skill issue on my end
all that being said, I'm very happy having this bridge of daz assets to flow into blender and then do work there. like I mentioned, it's super easy to mix and match daz assets with other obj/fbx assets from where ever. pic related is one of my VN girls. environment is from blender stuff, outfit/hair/girl is from daz. one example of the benefits of blender in this image was that I wanted the jewel headpieces and parts of the hair to flow to the left. it took maybe 1-2minutes using some proportional editing to get it done. if you have any questions lmk
>>1024838 If you want to use iray and you don’t mind pirating maya you can get the plugin for it. You’d have to setup your materials in maya though which can be a pain if you like blender but you get to use iray. You can export all your poses characters, etc. via alembic. I mean it may be a pain but you’d just have to do it once and then it’s done. After that it’s just using it to render.
>>1024839 it's going to be called Papyrus. I'm still working on it but I hope to get a first update out by March. you'll find it on esl95 when I release it. here's one of the mummy girls that will be in it
>>1024857 word. I'm already in too deep with blender at this point but if I had known that at the start I probably would have done that
>>1024909 I'd imagine so but again I haven't dived too deep into daz to know. I'm using daz to just sculpt and make my characters and add hair + clothing. everything else I do in blender
Is there no way to somewhat easily convert Blender models into Daz? I got the Blender to Daz plugin program, but it seemed really complicated, so I couldn't get shit done with it. I'm in too deep with Daz at this point so I don't really want to learn Blender.
I need a bunch of just normal poses like standing, sitting, laying, conversation etc. what's my best course of action? download a bunch of various pose packs individually? I wish someone just made a giant pose pack of like the hundred most common and non-exaggerated poses
trying to find male hair that isn't some weird fucky style AND isn't 700k+ polygons is a real challenge. I mean look at this shit. I wish I could just make the hair myself
>>1025001 >I wish I could just make the hair myself do this: https://www.youtube.com/watch?v=1OSEp_21-B0 congrats, now you have maya. watch like 1 hour of tutorials, congrats, now you can make hair, hitler moustaches, greasy purple hair like the guy in the vid, and all the fun stuff. you export the finished bald model from daz beforehand ofc.
Why does Daz not have a native linux version? I was thinking of switching to it for my upgrade but that's the only program I use that would require inferior emulation.
>>1025035 Same reason most apps dont. That said, wine/bottles/etc works reasonably well with nvidia-libs. Else you can just diffeo everything to blender.
>Q321 joins RenderHub >sells nothing but loli models >get swiftly kicked off the store >Daz immediately picks them up afterwards >official Daz store now selling lolis
What do I do about a texture that is low res and doesnt fit with the rest of the image? here the street is kinda low res, the image is already at 4096x4096, do i just ai upscale it to double or triple its size? Or is there anything else I'm missing
>>1025102 Dazchud, AI upscaling does not add any detail. Neural networks just imagine random shit and distort it. For a real upscale, texture it at 4k yourself
>>1025101 if the street texture is just asphalt and nothing else, then you can try replacing the texture with the Daz default asphalt texture. there's also bound to be some shader sets available that have asphalt textures included
Why does every “cum” asset or shader I find on the Internet look like candle wax? I try to make the surface more reflective, but it still has no shine. Is this a consequence of iray? Is it difficult to simulate cum or something like that? Lol
>>1025151 Well, I ended up finding a solution by accident. There is a shader called "gross liquid" that works much better for cum than all the other shaders I found. I found the download link in a thread on f95zone. All the links are broken except for one.
How do you guys deal with size differences when posing? Any tips you can share? I'm trying to create some smut with these two but their size difference makes posing pretty frustrating.
>>1025158 I was using the shader, but it still doesn't work well in many situations. When you use "thin walled", it becomes too transparent in most lighting conditions. But you can turn off thin walled and adjust the "transmitted measurement distance" among other things, and get more realistic results.
>>1025157 >You want them to be the same size? Nah, I'm struggling with the arm positions of the taller character mostly, having trouble making them look realistic/normal when placed on the shorter character's head/body, especially when heels are worn. >>1025190 >4 hours Kek I wish, shit took like 6h@8k and still looked like ass. I'm starting to rethink rendering in 8k. You got any pointers on how to improve the render? I tried emulating a style from an R34 artist but I didn't turn out that good.
>>1025205 Hey man, don't be such a cocktease showing such plump lips on a smooth boy like that I bet you his asshole and cock are probably nice and pink aren't they? Give me a little preview please
>>1025204 I dunno, I just started using DAZ after getting my new PC in September. Most of the time I have no clue what I'm doing or where I'm going with the renders desu. >>1025205 Not me btw. >>1025206 Catbox isn't working right now otherwise I'd upload something.
>>1025156 What is it with wegs and manly looking females? Anyway, the answer is always camera tricks. In real life they make the little guy stand on a stool but you can just lift him up. Nobody will care. A lot of the shots you see in movies are fake, games too. As long as the framed region works the rest doesn’t matter.
>>1025242 you would think he would model their younger versions, instead of the walled hags they are today
>>1025247 it's just a seething AI jeet trying to shit up the thread. every now and then one of them comes into this thread to shit on Daz and promote their latest scam, only to sperg out when no one bites
New to Daz, if I want to make content with visual consistency between a variety of characters am I best just buying all from one modeller? Or is there any hope for buying from seperate modellers that have close styles and blending morphs in a way that keeps them somewhere consistent?
>>1025279 You don't need to buy everything from the same modeler, unless it's someone with a very peculiar/stylized style.
Generally, DAZ characters will share the same base, such as Genesis 9, which is the most modern model for humans (both male and female). If you take several Genesis 9 characters from different authors, they will all seem to belong to the same universe. What you need to pay attention to are the details.
For example, with Genesis 8.1 (I've never used Genesis 9 so I'll comment on that), some characters have more detailed textures than others. Some have "PBR" skin shaders, others "Iray Uber" which essentially behave differently in light during rendering. Some will have detailed textures for the nipples, others may not even have nipple textures, etc.
You will have some work to do to homogenize all these things. Regarding skin, I know there are products that replace the original skin with a unique one. If you apply this product to two different Genesis 9 characters, they will now have identical skin, same materials, same appearance in the renders. These products usually come with adjustments so you can apply the same skin to everyone, but change the skin color among various other adjustments. You can do the same for nipples, genitals, etc., to achieve a more consistent result.
Free the nipple version: https://files.catbox.moe/9491y5.jpg >>1025210 Soon >>1025243 Nothing special, really. I kinda messed up with the focus on that render desu https://files.catbox.moe/s2g9ix.png >>1025246 Thanks, that's good advice to take into consideration for more normal shots but I'm struggling with lewd positions like BJs for example. What I find difficult is hand / arm positions of the taller character without making them look too wonky. I could let the shorter character float above the floor but I'd have to adjust the pose anyway if I decide on a different angle that shows more of their bodies. >manly looking females The character looks more feminine in better lightning but she's not exactly female tho.
>>1025279 like what >>1025287 said, as long as you avoid modelers that have a stylized lok to their assets, you should be fine using characters that share the same base morph and shaders (Iray Uber vs PBR).
the only other thing i would include is that you may want to adjust how "shiny" your characters look. some modelers like to make their characters have realistic skin glossiness (specular reflectivity), while other like to crank the specular weight high and achieve a more doll-like affect (as high shine can accentuate curves). spend some time playing around with the shader parameters and get a feel for how you want your characters to look. beyond that, no one's really going to notice or care much of any marginal differences in your characters. a lot of the time you can just drag and drop characters into a scene and be just fine with that.
>>1025287 >>1025291 Thanks for some good answers, I really want to avoid a fortnite lobby/gmod server look where everything is distractingly different in style.
>>1025350 unfortunately there are no native morphs to adjust the size or shape of the lips on Gen 9. you're going to have to acquire some morph packs by some totally LEGITIMATE and LEGAL means
is there a quick way to convert a G9 character or at least head morph to G8? I simply cannot use G9 for the simple reason that I do not have all the morphs and skin textures and I refuse to download all of that what I have accumulated over years again for G9
Does anyone have any idea what this is? Every time I load in a G9 it says I'm missing this. I've searched Gillian Anderson on Renderstate and 3DL but nothing comes up
>>1025682 https://www.daz3d.com/daz-studio-4-pro This comes with a bunch of "starter" things but very little morphs that would allow you to customize things. On top of that you would want head/body morphs for whichever generation figure you are working with.
>>1025691 >Well, That leather will be a pain to model. Create a rectangular object, round the edges, Find a picture of a badge that is facing the camera at 90 degrees, edit the object to fit the uvs and round the edges, edit the paper part in photoshop, which will make your badge actually usable for characters other than scully, convert the leather (stitching) into a bump map (black and white image) also in photoshop. there is 2 minutes of work in actual 3d software. And I bet whoever made it did what I said. Even the metal badge part should be done in photoshop, find a stock illustration of a police badge, paly with a black and white image and blur and turn it into a displacement map. If you don't want to spend 20 hours on it this is the way. but I am stilly lazy to do even that so... >>1025694 pls response anyone
>>1025588 >the request filler chose to make the links visible 30 days after it was filled it's defaulted as 2 days to be released btw. he manually made niggas wait an entire month for it. what a nig
>>1025896 Metahuman you mean? Makehuman was some GNUslop. Though, I just looked up both and must say MakeHuman has improved a lot from their basic orange intersex character from years ago.
Anyone have any luck with using the filatoon shader/mats with G8F? was messing around with Nirv Zero but I want to keep my G8.1F stuff rather than migrating to G9F
What Daz model makers put out new video game character models first? I'm trying to get new Marvel Rivals and Overwatch characters as early as I can, but I'm not sure who puts them out fast.
>>1025993 dazwraps and innmodel used to be by goto but they have been slacking lately. Shinteo and Ronny Cage are others. I've been looking for similar artists to port Robin Buckley from the recent Dead by Daylight addon.
>>1025968 now render him 8 months later with a long head of hair, pregnant and barefoot wearing see through lingerie in her chambers with her cuddling him while naked.
>>1025999 >trips Kek now I have to do it. >>1026011 Head base is Victoria 9 Masculine at 65% and 25% of Sylvia 9, Feminine base is at 100%, rest is from morph packs. Skin is Lauryn 9 without freckles.
kristen looks good but fuck me finding nice daz hair is so hard every day i regret not knowing how to make hair myself but i'm not yet at the threshold where i actually learn it
>>1026181 >Do you do commissions? A Hunter Schafer clone would be great. Nah, I barely just started with DAZ, even so, I don't sculpt custom characters I just slap morph packs together for the ocs. >>1026184 I'll check the usual sites for some stuff. >>1026185 Maybe smaller balls and a bit shorter in length?
>>1026224 don't think smutbase has any daz assets, the blend file of her is on deviantart though https://www.deviantart.com/mhpwrestling/art/Alexa-bliss-for-blender-4-5-5-LTS-1274956244
>>1026192 >Maybe smaller balls and a bit shorter in length? https://files.catbox.moe/m4zp62.jpg Significantly nerfed gens after I loaded her in to compare size. Still might be a bit too large.
Anyone know how old this version of Grace is supposed to be? I haven't played the game, but this is the only Daz model I've found for her so far, and apparently this is a younger version of her from a flashback sequence? Not sure if this is a teenage version of her (in case I won't be using the model) or if she's in her early 20s or something.
It feels impossible to get newly released models on zone lately. I check the request section on a daily basis, but when a new game character model gets released it seems like they get filled in a couple of hours, and don't ever get put in the general archive after that. I had that happen with the past couple of new Marvel Rivals models I wanted to get, and now with Grace Ashcroft models. Anyone have any tips on how to get the new stuff, other than just checking the request section on zone a dozen times a day?
>>1026292 Thanks, bro. Yeah, maybe a game even but I first need to get into Renpy or Godot or something else that is beginner friendly. >>1026293 >failure to launch What happened to the dev of the original? He just disappeared. >>1026306 Looks pretty good in terms of size, maybe increase the size of the horse half a bit? It looks kinda small in comparison to her.
>>1026399 More postwork I guess, the renders come out looking duller than they did in the iray preview when they're done for some reason lately. But in general I just fiddle around with the lightning until I think it looks good.
So I had this idea of making a TES style dark elf character for some time. Once I've got to it I stumbled upon a problem of character looking too human-like even though I try to sculpt rather sharp facial features. I'd like to make her look more in line with games' style of hardcore drug addicts alien looking elves with that distinct brow ridge as seen in Skyrim/Morrowind. Are there any options out there or I'll have to learn to make custom shapes from scratch? Any advices are welcome
>>1026385 I checked render-s and 3dload but didn't find anything there. The requests section of zone seems to be the first place pretty much anything gets posted, unless there is something or somewhere I don't know about.
>>1026408 I've been checking the request section multiple times a day. Regarding Grace, it seems like every model I know about has a request for it up already. I have bids/offers or whatever it's called in for four of them right now. I guess one or more of them will eventually get filled. I feel like the ones that I missed out on early on must be getting passed around in some super secret discord or some shit.
Godot allows you to make all kinds of games, but with renpy you have so much stuff already built for you. The entire saving, UI, rewind etc is something that is not trivial to build especially if you are a beginner. I hope you succeed with your futa VN, but it is already a lot of work without building a new vn system yourself.
>>1026431 >Godot allows you to make all kinds of games Ah, so Godot is an actual game engine unlike Renpy which is specifically tailored to VNs? >I hope you succeed with your futa VN Thanks, but don't expect anything soon, maybe in a year or two lol. I have to get into Blender too to iron out some quirks or create some custom bulges for clothes. >>1026432 Yeah, most futa on male stuff seems to get abandoned after a few updates.
>>1026456 Yea Godot is a general purpose game engine and renpy is the specialized tool.
Your renders look pretty nice already, so if your goal is making a comic or VN I wouldn’t worry about learning even more software right now and just see what you can throw together in renpy with minimal time investment.
I’m saying this as someone who has spent way too much time fretting over tools and workflows instead of just doing things „the dumb way“
>>1026461 Yeah, maybe just putting together something small to get the hang of it would be solid first start. >fretting over tools and workflows Kek Very relatable. So far Blender seems pretty easy to use if you just need to adjust some fits tho. >>1026463 What else is there for beginners?
>>1026755 for a VN using static images you can use unreal engine as a beginner to make a vn. it is not difficult. there are a couple of plugins which allow you to put all text in a spreadsheet and you are basically just ordering images and adding text over the top. youtube has some tutorials about ue5 VN. also some pir8d courses around. if you can use daz and blender you can use UE to the level needed for a 2d VN
>>1026755 Ignore >>1026463 you can customize every single aspect of Renpys UI components and it will only look as bad as you let it. Using Unreal Engine over Renpy has no real benefits if all you are doing is making a visual novel.
>>1026755 Someone telling you to use unreal for a vn is either clueless or a crab. You will spend so much time learning unreal instead of doing what you want. And the UI will look like absolute ass in unreal unless you either git gut at that too or you buy an asset that might or might not fit your needs. Besides that unreal will be demanding on your PC, unless you git gud at optimizing it. And all of that just to use the wrong tool for the job.
I’m posting a very long message in response to something that is very likely trolling here, so please don’t waste your time using unreal for a VN.
>What's in the box? https://files.catbox.moe/i58stu.jpg >>1026758 You got any links for some tutorials. Obviously using UE5 for a simple VN is pretty overkill as the other Anons already said, but I'm curious to see how it would work. >>1026762 >>1026766 Yeah, using UE5 wouldn't really be a smart choice at this point. The final game would be harder to run too as opposed to Renpy which can run on mobile devices.
dear dazzers i've noticed there is a divide between daz Fig 8 and daz Fig 9. question is... why? for me personally as a noob taking a step in Daz environment Fig 9 feels much easier to use though the amount of content made for it is low compared to 8 :(
>>1026801 >You got any links for some tutorials. https://www.youtube.com/watch?v=QQqMCNObDCg can be found for at this link to watch it all: https://online-courses.club/udemy-unreal-engine-5-visual-novel-and-narrative-game-design-by-markos-resvanis-neil-bettison-3d-tudor/ and can be found on rutracker at better quality
this is another plugin but is older although it is simpler and can be found online for free https://www.youtube.com/watch?v=bGWhDZ4N4kY that was the first one i used because it had a guide to use it.
definitely the power of unreal engine is way more than is needed for a vn but the vast majority of the engine goes unused. if you are coming with no knowledge of a language or system, i think it is as good as any.
>>1026766 i don't gain anything from recommending unreal, but you are coming across as clueless about what is involved. unreal doing a vn development is not taxing on a computer, you are displaying layers of images. there is no lighting or advanced tools being used. it is basic stuff. blueprints and menus are not hard to learn and it is as complex and renpy is. >>1026801 >which can run on mobile devices. it can also be ran on a mobile. mobile devices run way more complex ue games than a vn.
New character, rate, hate? >>1026909 Thanks, I have to look into UE5 and Renpy when I got some more free time. >mobile devices run way more complex ue games than a vn I'm not big into the mobile gaming space, didn't know UE is running on them these days, pretty neat.
>>1026837 g9 is a unified gender model which has limitations such as no nipple geometry so you have to use geografts for something extremely basic also the base body (even when you apply the feminine shape) is extremely "realistic"-ly ugly. short and frumpy.
>>1027012 if you mean what tags should you use when posting on twitter then largely you should not use them. too many hashtags gets you algorithm penalized, as do links of any sort if you're really small you probably want at least the character name and #rule34 or something depending on how pornographic it is
What do you guys use for background actors? Billboards, older figures or crowd generators? Any tips or recommendations?
Using G9 for background actors is very stupid obviously. I managed to get 9 at base resolution in this as a test before DAZ ate up all my ram. This render is spliced together using 3 spot renders.
>>1027105 it depends on how much VRAM you're willing to give up (or have left). for background characters that'll be blurred out by DOF i just use billboards. for background characters that either are closer or need a more unique pose, i have a saved set of base G8M and G8F figures with their base textures super compressed and all detail textures removed (i do the same for whatever clothes i put on them). picrel has a mix of billboards and low-detail figures to fill the scene.
>>1027012 Pixiv has a tag system, if that's what you're looking for. just start bookmarking posts you like and Pixiv will start sending you recommendations based on your bookmark history
>>1027161 Do you make your own billboards or just use some you can find on the usual sites? Regarding the texture compression for the figures: Do you compress them manually or use a script / tool for that? I know Scene Optimizer is capable of that but it doesn't work on the Alpha.
>>1027234 there are tons of billboard packs on the Daz Shop and Renderhub, for lots of different scenes. maybe Renderosity, though i haven't checked.
for those figures i just put the base arms, legs, torso, and face textures in GIMP, scaled down to 1024x1024, then saved as a .jpg at around 40% quality IIRC. honestly you could go even smaller than that and not notice any difference
Should he be the MC or should the MC be more masculine? Also, do you guys have any name suggestions for him? >>1027237 Just had a look around, there seem to be billboards for pretty much everything. Creating them doesn't seem to be that difficult either if I need some specialized ones. I'll play around with compressing some textures, maybe 512x512 still looks good enough.
>>1027351 i think it works as a background (esp if out of focus) but making it the focal point of your scene and having the foreground be out of focus is not the play you could use multiple layers of mattes at different distances for different elements of the image i.e. the castle as one, the mountains behind that, trees in the foreground, etc