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They're definitely interesting. Texture-wise, particularly the first two. I can see the last one in a dessert somewhere. If the crack in the middle could get wider, it could also serve as some sort of portal. I like them.
It can't, but I plan on having several structures.
Although wow, metadata for content is... really freakin confusing. I keep deleting stuff and it keeps coming back, I can't get materials to hook properly to objects... nnngh.
Now I'm debating. I have two project ideas, stelae and 'elemental flesh.' But here's one of the stelae textures on a humanoid... maybe combine the two into one thing. Mysterious monuments that transform...
And look, 3dl support!
Still working on stuff, more ideas...
In the meantime, some of my recent rpg artwork sees print!
https://www.opengamingstore.com/products/starjammer-races-of-the-void-book-one
All the promos and most (maybe all) interior artwork is mine. Woot!
(I hope this is permitted, I'm not trying to advertise the product)
Wow! That's awesome getting your work published! Congratulations, William!
Congrats! That is very exciting!
Another art credit. The cover of Blood and Steel 2: Removed Off site Commercial Link
Amazing.
Uh, let's see if I can just link the image?
Congrats!
Cool! Congratulations! :)
So I have three pretty cool morphs for Daz Dragon 3. Going to come up with a bunch of textures, and then pitch it to Daz. Wish me luck!
Three morphs:
Quetzal: no legs, wings
Lindworm: No wings or hind legs
Wyrm: No limbs or wings
Here's a mix of the Eastern dragon and my Lindworm morph, in 3DL.
(I intend to have both 3DL and Iray materials)
Congratulations Will that's fantastic!
Again poking at 3DL, and interesting analysis:
Doing Iray, with good graphics cards, is often _faster_ than a lot of 3DL renders at 2160x2160 images; the 3DL images, even under ideal circumstances, are going to go about 30-60 minutes, while a large Iray image might zip by in 5-10 minutes (or... not, depending).
HOWEVER... if I'm doing anything more artistic or filtered, often a 1080x1080 image is fine... at which point the render times are fairly close. I mean, if I take a 1080 image, I can double the size, run it through a Van Gogh or paint brush effect, and the fine details are irrelevant.
I was a bit nervous about making more organic, realistic animal textures (vs. elemental stuff, which is more forgiving), but I'm pretty happy with how this is coming along. The scales and eyes are my textures.
I think I need to make the back a little darker than it already is, and possibly change the coloration of the belly scales to stand out better.
Definitely need to make the stretchy bit near the mouth/jaw flesh, rather than scales, and then have to make a texture for the inner mouth/tongue/teeth (which seems silly, but there it is)
Improved texture. Now all the textures are mine.
Pretty happy with this, may come up with a variety of color patterns using the same basic scales, then maybe a different scale pattern, then move on to the lindworm and quetzal.
I also have this crazy idea of trying to turn dragons into various dinosaurs...
The scales are very well done! Lots of nice definition.
I think, upon reflection, that I will focus entirely on Wyrms for my first thing, and assuming it's at all successful branch out to the other two.
I have LOADS of ideas, particularly for textures but also a few things like head shapes and serpent tongue morphs
Made a 'thin tongue' morph, happy with it. I think I'll also end up making a simple head scaling Shape preset (just shrinks parts of the head), since it makes stuff look more appropriately ophidian... but I purposefully left the head out of the wyrm morph to give more options for users.
Here's my second scale pattern, plus general improvements to the textures. I'm using Unified UV, and I needed to go up to 8k maps to get the fidelity I want.
And look, the second image is 3DL! I had been unsure if I could get a good looking 3DL material; initial results looked TERRIBLE until I remembered that a lot of Normal maps don't look good in 3DL and stopped using them.
Note that while my wyrm textures won't work very well for regular dragons, dragon textures that have wingless options will look reasonably good with a wyrm morph.
I was worried about how realistic my eye surfaces were and then looked at some real snake eyes and realized that realistic eyes look pretty artificial sometimes...
Here's a real pic of a snake:
The scale textures are fantastic!
One of the challenges with doing textures for legless dragons is that they lack decent textures for the legs (because good textures have to be fairly optimized for a given shape).
To give the textures greater usability, I made some transmaps.
So, here, we have the default skin on a Crystal-morphed dragon, tinted green.
Then there's a geoshell over that with the Wyrmscale darkgreen texture, with a transparency to 'disappear' the legs and wing shoulder, blending the two textures. I could easily hide the wings and apply the wyrmscale to the wingless thing, or hide the forelimbs using the Wyverdreki noarm shape ( https://www.daz3d.com/wyverdreki-the-wyvern Yay Rawart!)
I think the result is pretty nifty.
Also, I want to do a few nonstandard dragon types, particularly inspired by elements or whatnot. Also 'wyrmwood.' ha. haha. (Wyrmwood here has antelope horns; I'm rather happy of how the wood pattern works with horns)
TOO MANY IDEAS.
I think the wyrmwood thing, while cute, should be a later project. I'm thinking of something themed around the Chinese elements (wood dragon, metal, fire, earth, water...)
Sorry, cutie! (This is a 3DL render. I love it, but... doesn't fit Wyrm thing)
I could be making these patterns until the dragon cows come home. Think I should make a different style.
This one is loosely based on the red-bellied blacksnake. Though the scales are the wrong shape, but... yeah, I'm not trying to completely remake existing snakes.
I also think I need to make some head morphs to get dragons a bit more ophidian. Also maybe my own forked tongue morph, because the existing one doesn't really work properly for the sort of very long-tined tongue snakes usually have.
Ugh, finally noticed some subtle but noticeable seams on these textures.
Substance Painter is nice, but has some annoying limitations and no cheap tool is equipped to manage seams. Sigh.
So saving up for 3D coat and will hopefully be able to fix this stuff; I love the textures otherwise.
(it's possible Blender could help but I loathe Blender)
I think I have the seams at a tolerable level.
(the overall head morph is partially my 'serpent' morph, but the bumps and a few other things are other morphs.)
I didn't notice the seams. :) The colors on that last one are really pretty and I'm loving the variety of head shapes.