3DS Models > to DAZ Genesis Models (commission work)

d.noel.keshward.noel.keshwar Posts: 0
edited December 1969 in The Commons

Hi everyone, last year we adopted the DAZ 3D platform into our workflow. We like it and will continue to use it. Before that, we were using 3DS Max to create characters.

We were wondering if some DAZ experienced artists could give us a quote for how much it would cost to take these 2 figures (.3ds) and integrate them into the Genesis platform for Daz Studio?

Please note that these figures would have to be capable of everything that other Genesis models can do. (Ie: expressions, fitting clothes, etc.)

Thank you.

02_(Prof._Bolsterworks)_.jpg
2000 x 1156 - 217K
01_(Jaidyn).jpg
2000 x 1156 - 234K

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    Do you already have blend shapes for the expressions?

  • Faeryl WomynFaeryl Womyn Posts: 3,623
    edited January 2014

    Will ask you about that someday Richard...lol In the meantime, can't they import the obj to make a morph out of it or is it more complicated then I think it is? I'm running on memory of using I think it was morph manager to create morphs for V4, I have no idea what anyone is using now.

    Post edited by Faeryl Womyn on
  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    Yes, if they can be given a vertex-matched OBJ of the shape they can load it as a morph - a blend shape is, if I'm not suffering from the perils of a little knowledge, what most of the Autodesk applications call a morph.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204
    edited January 2014

    not as is, the mesh would need to be the same as genesis
    they would need to rerig it otherwise and create their own morphs.
    Carrara is a possible alternative to Daz studio as it will import FBX rigging from Max
    except there is no workflow from Carrara back to studio as far as rigging etc.

    Post edited by WendyLuvsCatz on
  • d.noel.keshward.noel.keshwar Posts: 0
    edited December 1969

    Hi everyone. The models currently don't have expressions and some parts of the face, hands, pelvis/legs, etc are segmented [multiple] meshes. This is the allure of having them become part of the Genesis family. Having a streamlined character that behaves like the Genesis model does.

    I'm not sure if there are good tools at a DAZ artist's disposal that can deal with joining multi object meshes and adding the expressions already available to the current Genesis figures.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Hi everyone. The models currently don't have expressions and some parts of the face, hands, pelvis/legs, etc are segmented [multiple] meshes. This is the allure of having them become part of the Genesis family. Having a streamlined character that behaves like the Genesis model does.

    I'm not sure if there are good tools at a DAZ artist's disposal that can deal with joining multi object meshes and adding the expressions already available to the current Genesis figures.

    You have Max. Why can't your modellers take the mesh back into Max and remodel the body into a single mesh object?

  • d.noel.keshward.noel.keshwar Posts: 0
    edited December 1969

    Note: I created these character designs 10 years ago. We've since moved completely away from using 3DS Max software.

    Any estimates or questions please email me at: [email protected]

    Thanks!

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Note: I created these character designs 10 years ago. We've since moved completely away from using 3DS Max software.

    Any estimates or questions please email me at: [email protected]

    Thanks!

    Yeah...a lot more than simply rigging them would cost...

  • SickleYieldSickleYield Posts: 7,634
    edited December 1969

    I'll be very honest with you. IF you had a no-clothes, no-hair version of each, MAYBE a full-body morph that resembles them can be produced (there is no "convert to" when they're a custom separate model; that is not a thing that happens). And then the artist has to do JCM/MCMs for them, fix all of the expressions, and make and morph those hairs. You'd better be ready to pony up a couple of thousand or so if you want them exclusive to your use.

    Even then I (as a DAZ PA) wouldn't take it because, if I want to do a character set that complex, I can make more money selling it in the DAZ store to a lot of people than as a one-off for one person. This is why a lot of us sell here instead of somewhere like TurboSquid to begin with. I'm not saying this to be unkind, but rather explaining why it's unlikely you're going to get the answer you want.

  • icprncssicprncss Posts: 3,694
    edited January 2014

    I handle the Poser end of things here in-house. Our modellers use both Max and Maya. Talking to them, they tell me that any models they send to me for grouping and rigging are modeled differently from those that are done for use in Max and those done for use in Maya.

    Given that these models were created 10 years ago, our most experienced Max users see no way to turn the .3ds into an obj form useable in Poser or DS. Of the two apps, Poser is a bit more forgiving of geometry boo-boos than DAZ Studio is.

    Odd question but do you have any understanding of Poser, DAZ Studio, rigging (DS has 2 forms, Poser has 3) or morphing?

    Not to sound confrontational but given that you now state these were created 10 years ago, how would anyone who would take the job be certain you had full copyright ownership of the mesh? Did you actually model these? You original post gives the impression that more than one person was involved in the making.

    You also mention fitting clothing. Is there a body mesh under the outfit the figures wear or is the outfit part of the body?

    Post edited by icprncss on
  • d.noel.keshward.noel.keshwar Posts: 0
    edited December 1969

    Great. Thanks for the replies everybody, it's been very helpful. I've found the answer I'm looking for. Much appreciated. Cheers.

  • TugpsxTugpsx Posts: 738
    edited December 1969

    While the requested task is not a simple one it can be done. Your best bet is to start with genesis and deform to match your character, this way most of the rigging and such is taken care of with adjustments.
    It will be a tedious task but as was stated for a one off custom project not sure what value could be placed since they could be a new spin-off character with a story added and even more characters added to it line-up. That would certainly add value to the project.

  • Coon RaCoon Ra Posts: 200
    edited December 1969

    The good examples are Konrad and Kimberly, Jason and Jasmine for Genesis by 3D Universe.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204
    edited December 1969

    it is doable using the genesis base and shrinkwrapping it around your model maybe but only for your own use for animation.
    you get into strife possibly otherwise though you would not be doing as shrinkwrap of the Daz mesh which is expressively forbidden rather your own model to create a morph much like sculpting it in Zbrush etc.

  • Zev0Zev0 Posts: 7,089
    edited January 2014

    I'd go the morph route for either Genesis1 or 2 instead of creating a new stand-alone figure. Benefits of this means your character will be able to use a wider variety of existing content. I would follow the route 3D Universe took. There is no need for a seperate figure, that is just more work for very little benefits. Rather develop for a base mesh that is widely used among the market. Looking at your examples, a shape shouldn't be that hard to do.

    Post edited by Zev0 on
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