DAZ Monstrosities: Infernal Behemoth

SotoSoto Posts: 1,440
edited December 1969 in The Commons

I hope the "DAZ Monstrosities:" part means more nasties planned. :)
http://www.daz3d.com/infernal-behemoth/

Comments

  • GrazeGraze Posts: 418
    edited December 1969

    I've been wondering what that was on the Daz 4.6 beta version

    http://www.daz3d.com/free-3d-models-and-content/daz-studio-pro-beta

  • riftwitchriftwitch Posts: 1,405
    edited December 1969

    Hellboy said:
    I hope the "DAZ Monstrosities:" part means more nasties planned. :)
    http://www.daz3d.com/infernal-behemoth/

    Me too. I don't really need more human figures, but monsters and other critters are always welcome.

  • bytescapesbytescapes Posts: 1,841
    edited December 1969

    I think where Genesis really comes into its own is in the way it lets you mix and match critters to produce composite monsters. This handsome fellow blends elements from Reptilian for Genesis, Troll for Genesis, Rae'El the Demon, Genesis Creature Creator, MS Lycan, Mr Hyde and Anubis, while this guy is Michael 5, Strigoi: The Ancient Vampire, Rae'El the Demon and a little bit of Sabbatic Goat. And here's one more made from Four Arms for Genesis, Genesis Creature Creator, MS Lycan and Reptilian for Genesis.

    (And yes, I do spend too much on content. Why do you ask?)

    It turns out that it isn't the sleep of reason that produces monsters, as Goya would have it: it's DAZ Studio.

  • dan.shivedan.shive Posts: 0
    edited December 1969

    I'm thrilled at the idea of a series of monstrosities, but what I'm REALLY thrilled about is that if this guy's setting the trend, we can expect separate head morphs. A LOT of versatility is lost when one body HAS to be used with a particular head. I'd probably have a sizable werewolf collection if they came with separate head morphs.

    The lineup below is Genesis, Michael 5, Freak 5, Freak 5 Super, Infernal Behomoth, and Mr. Hyde. They're all using the same texture in order to highlight actual shape.

    The_lineup.png
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  • KatteyKattey Posts: 2,899
    edited May 2013

    dan.shive said:
    I'm thrilled at the idea of a series of monstrosities, but what I'm REALLY thrilled about is that if this guy's setting the trend, we can expect separate head morphs. A LOT of versatility is lost when one body HAS to be used with a particular head. I'd probably have a sizable werewolf collection if they came with separate head morphs.

    The lineup below is Genesis, Michael 5, Freak 5, Freak 5 Super, Infernal Behomoth, and Mr. Hyde. They're all using the same texture in order to highlight actual shape.


    I love those lineups ^_^"

    Actually Behemoth reminds me more of Mr. Hyde from "League of Extraordinary Gentlemen" than Mr. Hyde himself who is more like Hulk to me.

    Post edited by Kattey on
  • bytescapesbytescapes Posts: 1,841
    edited December 1969

    dan.shive said:
    ... what I'm REALLY thrilled about is that if this guy's setting the trend, we can expect separate head morphs. A LOT of versatility is lost when one body HAS to be used with a particular head.

    What he said.

    I wish people making pose sets would also ensure that applying the pose doesn't automatically convert whatever body you apply it to into something else. There are a number of figure pose sets sold in the DAZ store that are largely useless because body posture and body shape haven't been decoupled. The Gorilla poses are one such, if I remember correctly, and Aiko Loves Freak is another.

  • dan.shivedan.shive Posts: 0
    edited December 1969

    angusm said:
    I wish people making pose sets would also ensure that applying the pose doesn't automatically convert whatever body you apply it to into something else. There are a number of figure pose sets sold in the DAZ store that are largely useless because body posture and body shape haven't been decoupled. The Gorilla poses are one such, if I remember correctly, and Aiko Loves Freak is another.

    I made a thread at one point listing conventions people should use when making pose sets, and some helpful poster told me about how holding Ctrl while applying a pose would bring up a menu that gives you options such as not allowing translation movement and not applying morphs. They really should just make poses not do certain things, but holding Ctrl saves otherwise problematic pose sets.
  • RawArtRawArt Posts: 5,889
    edited December 1969

    dan.shive said:
    angusm said:
    I wish people making pose sets would also ensure that applying the pose doesn't automatically convert whatever body you apply it to into something else. There are a number of figure pose sets sold in the DAZ store that are largely useless because body posture and body shape haven't been decoupled. The Gorilla poses are one such, if I remember correctly, and Aiko Loves Freak is another.

    I made a thread at one point listing conventions people should use when making pose sets, and some helpful poster told me about how holding Ctrl while applying a pose would bring up a menu that gives you options such as not allowing translation movement and not applying morphs. They really should just make poses not do certain things, but holding Ctrl saves otherwise problematic pose sets.

    In earlier version of d/s to edit that info out required hand editing of the file, and that is scary for pa's to do, because you never know what all you can or cant get rid of.
    But for newer pose sets in the duf format, it is easier to save without the other stuff clogging up the file.

    Just so you know why some pose sets have that stuff there.

    RAwn

  • dan.shivedan.shive Posts: 0
    edited December 1969

    RawArt said:
    In earlier version of d/s to edit that info out required hand editing of the file, and that is scary for pa's to do, because you never know what all you can or cant get rid of.
    But for newer pose sets in the duf format, it is easier to save without the other stuff clogging up the file.

    That's interesting to know and calls for an Infernal Behemoth with a Rexy texture.
    aaaaa.png
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  • RawArtRawArt Posts: 5,889
    edited December 1969

    dan.shive said:

    That's interesting to know and calls for an Infernal Behemoth with a Rexy texture.

    Interesting combo......if you use textures on larger characters, you might want to bump up the displacment map setting. The bigger the beast, the higher you need to set the displacment

    Rawn

  • JabbaJabba Posts: 1,460
    edited December 1969

    Quite funny, I had a similar idea with a human/behemoth hybrid shape, only this is a Lizardian texture...

    Behemoth_combo.jpg
    1080 x 1080 - 547K
  • RawArtRawArt Posts: 5,889
    edited May 2013

    Interesting that you guys see the fiend as reptilian.....I kinda liked him with my "bloodbeast" or "igigi" textures...making him look very vampire like.

    This shot also uses a pose from a pose set of mine that should be released soon for the big beast.

    Rawn

    fiend-bite.jpg
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    Post edited by RawArt on
  • Norse GraphicsNorse Graphics Posts: 0
    edited December 1969

    I was instantly thinking of a "Resident Evil"-render with Infernal Behemoth (which is why I got him). Nice!

  • JabbaJabba Posts: 1,460
    edited December 1969

    O yeah, that vampire look is class, especially for 'serious' horror stuff... but reptilian for that 50s 'B' movie vibe, hehehe

  • TaozTaoz Posts: 9,940
    edited December 1969

    Hellboy said:
    I hope the "DAZ Monstrosities:" part means more nasties planned. :)
    http://www.daz3d.com/infernal-behemoth/

    I'm glad it's "infernal" and not "internal"... :)

  • linvanchenelinvanchene Posts: 1,382
    edited November 2013

    edited and removed by user

    Post edited by linvanchene on
  • riftwitchriftwitch Posts: 1,405
    edited December 1969

    In the sixth promo pic (the one where they used a bunch of other morphs) it looks like his mouth is closed. Maybe the pose controls were used for that. Under Parameters/Pose Controls/Head/Mouth/Lips there's a bunch of controls for raising/lowering the left & right sides of each lip, as well as a few that affect both complete lips, like pucker and lips part.

    I don't have this figure yet (payday is still a week away), but it looks like there are enough lip controls in Studio to adjust the lips to your liking. Maybe someone who has the figure already can confirm this?

  • dan.shivedan.shive Posts: 0
    edited December 1969

    HOW TO CLOSE THE MOUTH!

    There's a pose specifically for it under "lips", but you have to be in the Parameters tab to see it. It doesn't show up under the pose tab.

    If you have the head selected and your morphs are anything like mine, it will be the first one under "lips" and is called "Infernal Behemoth Mouth Closed"

  • linvanchenelinvanchene Posts: 1,382
    edited November 2013

    edited and removed by user

    Post edited by linvanchene on
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