How to Create a New Custom DAZ Studio Creature [Commercial] - New Live Training
Have you ever wished to create a unique and customised creature for DAZ Studio?
We’ll teach you how….
Create a NEW creature : fully rigged and prepped from scratch!
Two Webinar Set to be held on 24th and 25th February at Digital Art Live. Registration includes the HD recording.
Indexed recording to be placed in the DAZ Store soon afterwards
Benefit from registering now with this $20 discount code....
Use "creature20" when registering
This new masterclass from SickleYield teaches you all the steps of creating a custom creature for DAZ Studio – from a new bone structure through to completion with full texturing.
A professional workflow is shown from start to finish, dealing with the specific steps and allowing for Q & A along the way. She’ll show modelling in Blender with the project of building a Gecko lizard.
Class Content (covered in two webinars)
SickleYield will use the Gestalt workflow of modelling: –
- Creating good bends
- Use of shape keys and geometry replacement.
- UV mapping
- Figure Setup
- Rigging
- Tweaking maps
- Making JCMs
- Eyelid pose controls
- Texturing
SESSION 1: The Rig (Blender and Daz Studio)
Saturday Feb 24th – 20:00 GMT (London)/12:00 PST (Los Angeles)/15:00 EST (New York)
Session is to last between 1.5 and 2 hours.
-Bonus video: box-modeling and setting up a figure for rigging in Blender with UV maps and Materials
-Intro with brief discussion of bonus video content
-Setting up a directory for your product to aid saving and distribution
-Export to Daz Studio via obj format
-Importing an obj to the Figure Setup tab
-Setting up a hierarchy and rotations in Figure Setup tab
-Assigning weight maps
-Tweaking weight maps joint by joint with the Weight Map Brush
-Creating basic joint-controlled morphs
-Creating advanced joint-controlled morphs that transition between values or affect multiple bends
-Creating pose controls for facial features and the tail
-Creating morphs for different character features
-Saving correctly
SESSION 2: The Textures (The GIMP, Zbrush and Substance Painter)
Sunday Feb 25th – 20:00 GMT (London)/12:00 PST (Los Angeles)/15:00 EST (New York)
Session is to last between 1.5 and 2 hours.
-Creating a “dev” directory for your WIP textures
-Finding legal texture sources
-Creating brushes from photos for Zbrush and Substance Painter use
-Prepping the mesh for texturing
-Creating the high rez portion of the normal map in Zbrush
-Importing your mesh to Substance Painter
-Importing Zbrush’s normal maps to Substance Painter
-Painting a texture in Substance Painter with an updated normal map
-Using different brushes to get different looks on different body areas
-Exporting textures from Substance Painter
-Setting up shaders for different body material areas in the Surfaces Tab
-Saving materials and saving your figure with textures
-Creating additional diffuse texture colors and patterns in the GIMP from those painted in Substance Painter
Comments
I love SickleYields live trainings. Always fun and at the same time very useful with lots of information.
She's a great teacher and I really wish I could attend this time too.
1) Does getting a premium ticket mean you get a copy of the finished gecko model?
2) If you get a premium ticket, will you get the recordings put in your DAZ account? (I like having everything in my DAZ account in case I need to redownload something later.)
Thanks.
I attended this webinar and really enjoyed it. It was a complete workflow. It was well organized. It was very clearly explained. Great job, SickleYield! Two thumbs up.
Note - for future reference, I'd also like to know the practical difference between regular registration and premium registration. We get the video either way, correct?
I mean I could release it as a freebie, but it's not really polished enough for any public release yet. I had to be able to complete it in the two hours of the webinar plus limited prep time, so the toes aren't separately rigged and there's no separate eyereflection layer or nictating membrane. (The eyes and mouth do open/close.)
@Diomede: I'm glad it was useful to you! I do not know the answer to your question, unfortunately, as Digital Art Live handles that for the webinars.
It would be useful to release it “as is”, flaws and shortcomings, so new modelers can see exactly what you did. It’s not really to be presented in finished scenes but as an example of work. When I get this webinar I’d certainly like to see it, instead of a finished product.