What Would You Make In A Perfect DAZ World?

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  • Subtropic PixelSubtropic Pixel Posts: 2,388
    edited December 1969

    For me, "a perfect DAZ World" isn't the requirement. DAZ makes tools. Not all of my garage tools are Craftsman. Some are Husky, others are Ryobi, and you get my drift.

    Like Matty already does, I would love to do cars and pretty girls.

    And then...landscapes and pretty girls, both realistic and otherworldly.

    I think it would be fun to tell good stories in a graphic novel format like some of the oversized DC books from a couple decades ago; only they don't necessarily have to be stories about "superheroes". The best stories were always about the non-super side of those characters.

    I also still want to figure out how to combine 3D art with my other loves, music and dance.

  • SnowSultanSnowSultan Posts: 3,595
    edited August 2014

    In *my* perfect DAZ world, they'd make nothing but fantasy stuff. ;) In what I think what would *be* a perfect DAZ world, more focus would be placed on expanding the user base and making more options for content creators available.


    * Make Genesis, Genesis 2, and any future figures natively compatible with the major software packages: Vue, 3DS Max, Maya, Zbrush, Lightwave, Blender, etc. No exporting from Studio and have textures load at least somewhat properly in those programs.


    * Kinect support for animation. It's the closest thing people have to a mo-cap suit, and even with tools like aniMate and Powerpose, animating is still a pain in the neck. Also, an ability to swap skeletons in order to allow the thousands of available BVH and other animations to be used.


    * PAs would work together on products, each doing what they do best. Don't force a modeler to texture their product if they're not that skilled with texturing (and potentially hurt sales by including a low-quality texture) - get an experienced texture artist to do the textures for it, raise the price slightly, and put out a very high-quality product in the end.


    * Stop naming texture folders after the product's creator, name them after the actual product.


    * Allow Smart content to find and recognize products that have been moved out of the default installation directory.


    There's more, but that will do. ;)

    SnowS

    Post edited by SnowSultan on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Don't know for sure what I'd make.

    So far I've made clothing, morphs, three figures and some small props. I still haven't tried making environments/architecture or vehicles yet. Making the figures was a lot of fun, especially the last one I made. In fact in some ways it's easier to create a whole new figure from scratch than to get a decent result with full body morphs because with a custom character you get to make the weightmap suited for the body type of the character and don't have to mess around with a lot of JCMs like you do if you use morphs to modify an existing character.

    Clothing is a lot of fun because when I was a kid I actually wanted to be a fashion designer, but I've never learned how to sew and 3D clothes allow me the ability to create wildly impractical clothing designs that I'd never be able to make in real life.

    Morphs are kinda fun too, but not as fun as spinning your own character since you don't have to worry about bumping up against the limitations of a unimesh that someone else thought would be adequate for the task at hand. I could have probably made a morph for Genesis that would have gotten very close to the look of my imp figure but the ears would have been much harder to make and the tail impossible. I'd essentially have to make them geographed props for the figure if I wanted them to work anything like how they work on my figure. It's much easier though to sculpt your own figure using a MakeHuman mesh as a rough starting point then retopo your sculpt afterwards. So I'm less enamoured with morphs than I was when I started 3D.

    I think honestly the next thing I'm going to work on seriously is going to be some sort of game using Unity and figures and props I craft myself. I like the way rigging is done in Daz and I can export my figures as FBX so I'll be able to use it to create game assets.

  • arcadyarcady Posts: 340
    edited December 1969

    Estroyer said:
    In my ideal world, the men's stuff would be just as popular as the women's.
    If that were the case, I wouldn't even care too much on the item specifics!

    Auto Fit can rescue you: :P

    But yeah - it would be really nice to have more options in male clothes. Especially normal everyday non-genre items.

    AutoFitLovesYou.png
    1024 x 640 - 750K
  • mrposermrposer Posts: 1,130
    edited December 1969

    Clothes and animated poses where figures can put on or take off the clothes, button or unbutton shirts, zip or unzip pants, tie shoes, fold the clothes.... kind of a mix of super dynamic clothes and the associated figure animation sets.

  • RCDescheneRCDeschene Posts: 2,800
    edited August 2014

    In *my* perfect DAZ world, they'd make nothing but fantasy stuff. ;) In what I think what would *be* a perfect DAZ world, more focus would be placed on expanding the user base and making more options for content creators available.

    * Make Genesis, Genesis 2, and any future figures natively compatible with the major software packages: Vue, 3DS Max, Maya, Zbrush, Lightwave, Blender, etc. No exporting from Studio and have textures load at least somewhat properly in those programs.
    SnowS


    Definitely! Also, all figures should come with smoothly transferable UV support, so no more begging the PA's every time a new Genesis figure comes out! :)
    Post edited by RCDeschene on
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