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October 5, 2018 at 4:04 AM #788891
It'll depend how they're made. It's easy enough to export a daz model to MD to use for the design which means bringing them back into DS is as easy as re-importing the mesh (though you're better taking it through some other software to refine the mesh). If they've just been designed on the MD default models, they aren't going to fit a DAZ model without work
May 6, 2018 at 2:53 AM #595077substance doesn't properly support UDIMs yet so exporting a DAZ figure (which are made of multiple skins) isn't the simplest thing.
May 3, 2018 at 10:32 AM #592160Is it ok if we use other stuff for the background (e.g. custom diorama base) or do you want the whole thing made of available models ?
April 27, 2018 at 11:16 AM #585057now i kinda want to make that picture 😀
April 3, 2018 at 1:12 AM #555455@rob - Ideally you'd use an HDRI and a matched backplate image so you get the lighting from the HDR and the image from the backplate. HDRs are high dynamic range, i.e. really bright.
March 20, 2018 at 10:56 AM #539260The first one is the most accurate I think, doesn't matter the time of day, if the sun is right in front of you silhouetting happens.
that said, i prefer the second one, except there isn't enough shadow on the board (as you mention).
maybe put an invisible area light in the direction of the camera for some soft shadow / fake GI
March 19, 2018 at 2:39 PM #538285Im incognito
March 19, 2018 at 3:54 AM #537793Silly question, but have you tried just applying the v4 maps straight to v8 and seeing what happens ?
March 19, 2018 at 3:52 AM #537791I agree about the wing of the other plane, it's distracting. Ditch it or move it full frame in the far background.
I also agree about the light. I would suggest moving the sun lower in relation to the plane so your god rays aren't blurring the plane so much (i.e. so that not so much of the god ray is in front of the fuselage). I know this is a pain in the ass with DAZs handling of volumetrics.
March 19, 2018 at 3:42 AM #537787@drgnmztr - The issue wasn't that he was giving ideas on art theory, many of us do that; and it wasn't that he was 'wrong' about what he was presenting. The issue was the _way_ he was presenting it, he insisted there is only one way to do art and said people who didn't agree with him were stupid (I think 'idiots' is the word he used).
As @jbuckland1984 mentions a couple of posts above, he was describing one period of art history, albeit a very influential one. HE was presenting this as 'the facts of art' and that anything using these methods (they're not even art techniques!) would be good art.
He was unwilling to back down even the slightest from this stance that his way was THE way to create art. Never mind that art involves creativity not just the following of some mathematical guidelines established centuries ago by some dirty old men who liked painting fat ladies and flagellation scenes 😉
tl;dr - dude was a dick, kept fighting till the end. When people entered his contest he didn't even bother applying those principles to a commentary on the submissions.
March 19, 2018 at 3:30 AM #537777Turn the specularity map down.
DAZs iRay isn't good for volumetrics at all (it's caustics setting seems to be pretty much "oh you want me to pass light through stuff, ok, rather than refracting the lights properly), if you want good underwater you are going to have to do post work, or use another renderer.
March 18, 2018 at 8:07 AM #536571A few things open .3ds but .obj definitely won the format wars on that one. Now it’s all .fbx or gtfo
March 17, 2018 at 6:53 AM #535166It had occurred to me, I’ve been waiting to see if he’d pop up.
March 16, 2018 at 4:29 PM #534351I took a break from what I was working on to 'quickly throw together a he-man costume' ... but I can't half-ass these things 😀 To-do, add fur to the outfit, power sword!

If I finish it, and can be arsed putting it in the right format to install i'll share it if there's interest.
Someone else can dial in a he-man model and make a pink shirt for prince Adam 😉
March 16, 2018 at 1:59 PM #534187@yanmartyn - I haven't messed with them but DAZs Iray has a thing called 'canvases' which I believe are what you would use in other software to separate passes (shadows, z-depth, AO, etc) so there probably is a 'simple' but arcane way to do the same in DAZ, you know, if it had a manual covering its features like at all 😀
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