L'Adair's WIPs

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  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Are you still playing with strand based hair?  If so, would live to see the styles you have come up with. 

  • L'AdairL'Adair Posts: 9,479

    Happy Holidays

    Happy Holidays

    Both @TigerAnne and @Fishtales encouraged me to modify and use Heart of Winter for this year's holiday card. I suspect this is not quite what they had in mind!

    As much as I love the cabin, it didn't have quite the homey feel I wanted. I kept the terrain, reworked the figure to become Santa, and modified the pose of the deer. I was hoping the HW Reindeer would be released in time, but that wasn't the case. I also wrote my own saying for the inside of the card, (no copyright infringement that way,) and I'd like to express the same sentiment to my fellow 3D artists here at Daz:

    May the Treasures
    of the Season,
    Peace, Joy & Love,
    Be With You Always!

    Happy Holidays!
    -L'Adair

  • WinterMoonWinterMoon Posts: 1,952

    Ohmygosh, that's just lovely! heartheartheart

  • NovicaNovica Posts: 23,887

    I love that scene, it's so peaceful. Beautifully done. :) 

  • L'AdairL'Adair Posts: 9,479

    @Worlds_Edge, I haven't had time to work with SBH for quite a while. Stuff IRL has been quite demanding these past few months. I will get back to it, though, and when I do, I'll share what I've discovered; Either in this thread or the Kitchen.

    Thank you, @WinterMoon. (Cool new name, btw.)

    Thank you, @Novica.

  • NovicaNovica Posts: 23,887

    I actually loved that deer because it gives it a very vintage look. Matches the Santa perfectly.

  • L'AdairL'Adair Posts: 9,479
    edited February 2020

    I was originally going to publish this review in the Dain 8 thread, but now that people are moving away from their disappointment in the bundle, I don't want drag the conversation back that direction.

    Review of the Dain 8 Pro Bundle, (and by extension, the Starter Bundle,) listed by my personal opinion on quality and usability.

    1. Dain 8 figure. On a scale of 1-10, I'd give him a 10. The figure is great. He's a typical named figure with:
      • Plenty of materials options, including Brow Off, Brow On for using with or without his mesh eyebrows.
      • Fiber mesh hair options above and beyond the typical eyebrows, including three beard options as well as dForce chest hair!
      • Several tattoo options including both LIE and Iray Decal presets.
    2. Both dForce Hair items. On a scale of 1-10, I'd give them both a 9. (That might be different, either direction, if I were better acquainted with dHair.)
      • Military Cut dForce Hair doesn't seem to have movement when simulating, but includes nearly all of the options one would find in the SBH editor for making changes to the overall look. Loads as two sections, the sides and the top.
      • Samurai Style Hair doesn't say it's dForce Hair, but it is. Different style options are available and load different sections to create those options. The Top and Bun sections do not include movement; They load with the same dForce material options as an object with the "dForce Modifier : Static Surface" applied. The Tip and the Sides load as dForce Hair, with three style options, including the long sides. These all have the full dForce options in the material settings, same as the Military Cut. I did not try to simulate this hair with the short sides, but the long sides responded well during simulation.
    3. Future Soldier Outfit for Dain 8 and Genesis 8 Male(s). On a scale of 1-10, I'd give it a 7.
      • Of all the outfits, this held up the best with posing, with only a small amount of distortion with extreme poses.
      • There are several material zones including one zone for the "Lights". I found it odd that the materials for "Lights" are actually listed as wax, and look like they started out from a wax shader that ships with DS.
      • Helmet and suit both have five metal zones, labeled MetalLevel1 through MetalLevel5, however the color settings, (not talking about the maps,) are not the same across the two objects for the zones with the same names. I would expect the maps to be different, but the colors to be the same.
      • Using the Geometry Editor Tool, I was able to select any polygon I clicked on, for both objects. To me, this is really important.
      • The maps are all TGA format, and loading this outfit also loads nearly half a gigabyte in images.
      • Unfortunately, there are only two objects to this outfit, the helmet and the suit. I would have preferred the boots be a separate object, for kitbashing. The lack further reduces my rating for this outfit.
    4. Bouncer Poses for Dain 8 and Genesis 8 Male(s). On a scale of 1-10, I'd give it a 6.
      • The poses aren't bad and they include some decent expressions. However, I expected two sets of poses, one optimized for Dain 8 and one optimized for G8M. There was only one set. I applied these poses to Dain 8, and found several that needed a lot of tweaking to fit the Dain 8 shape. Had this pose pack included poses optimized for Dain 8 as well, I'd have given this a higher rating.
    5. Action Poses for Dain 8 and Genesis 8 Male(s) . On a scale of 1-10, I'd give it a 6.
      • As mentioned for the Bouncer Poses, the poses aren't bad and they include some decent expressions, but the pack does not include a set of poses optimized for Dain 8. I applied these poses to Dain 8, and found several that needed a lot of tweaking to fit the Dain 8 shape. Had this pose pack included poses optimized for Dain 8 as well, I'd have given this a higher rating.
    6. Flight Suit Outfit for Dain 8 and Genesis 8 Male(s). On a scale of 1-10, I'd give it a 6.
      • Okay, I know nothing about suits for pilots, military or otherwise, and I learned a lot in the Dain 8 thread. Based on comments from people who actually know, I'd say this is an anti-g flight suit. Overall, it looks relatively modern, and not too dissimilar from the results of an image search on Google for anti-g flight suit.
      • This set needs additional work on the JCMs for leg rotations at the torso, as the mesh moves oddly there. The blocky look is far more pronounced with Dain 8 than with G8M.
      • A complete load fits both suit and boots to the figure, with patches on the suit. Those patches are separate and can be removed.
      • Unlike the Mercenary Outfit, this outfit uses hidden morphs to support Dain's shape.
      • The patches have only one material zone. Although it would be fairly easy to create a transmap to hide some of the patches.
      • The boots have only two material zones, one for the metal shader, and one for everything else.
      • The suit has four zones, with one for the metal shader.
      • The metal shaders for the suit are from the Iray resources included with Daz Studio.
      • I was able to select polygons of all three items easily with the Geometry Editor Tool.
    7. Mercenary Outfit for Dain 8 and Genesis 8 Male(s). On a scale of 1-10, I'd give it a 5.
      • This set looks really good in the promos. It comes with five separate clothing items and five separate accessories.
      • This set needs additional work on the JCMs, though, as the mesh stretches with various poses, whether using Dain 8 or the G8M base shape.
      • As the set states it's for Dain 8, I would expect hidden shape morphs to be built in, that work automatically when the outfit is fit to Dain. That isn't the case. However, five of the items—Vest, Shirt, Scarf, Pants, and "Dropleg"—include morphs in the parameters you can dial in for Dain. (The one for the scarf made no difference that I could see, however.)
      • The material zones for this set are lacking. Most objects have only a single "default" zone. Any changes need to be made in an image editor, or one needs to create their own material zones using the Geometry Editor Tool. Other objects have appropriate zones, like the boots having rubber, leather and cloth zones.
      • The vest uses a single zone for everything but three of the four front pockets, then three additional zones to allow for different mats on those front pockets. The variations are also complete images, rather than a single background with just the pocket changes, adding significantly to the resources needed to render in Iray. (Each image is a 12.5 MB png. (To put that into perspective, the Galleries have a 2MB limit on image file sizes.)
      • Three of the items do not work correctly with the Geometry Editor Tool, making it all but impossible to modify the materials zones: Vest, Scarf, and "Dropleg". (The "Dropleg" is the holster-like prop holding additional ammo.)
      • This set has a lot of potential, but falls short in several areas, which impacted my rating for it significantly.
    8. The characters Daniel and Manu. On a scale of 1-10, I'd give both a 1.
      • While it isn't unprecedented for a character in a pro/starter bundle to not include the shape of the named figure to some extent, it isn't all that common either. But to have both included characters for the base, not the named figure just seems wrong.
      • There is a sameness to the look of these characters, even though Daniel is a larger figure, not surprising when both were created by the same artist. Although Manu seems more hispanic in his one promo, in the scene his features look more like a black man. Daniel looks black both in the scene and in the promo. (Part of an observation of the similarities of the two characters, nothing more.) Both have overly developed Traps, similar to Dain 8. It's as though the artist tried to make them look like they were derived from Dain 8, but didn't actually start with the Dain 8 shape.
      • Both have issues with the navel on the materials not aligning with the navel of the mesh, though it is more pronounced with Manu.
      • Manu's nipples also do not line up with the mesh.
      • Neither character comes with any material options. There is the one skin and eye color preset and that's it.
    9. Bouncer Outfit for Dain 8 and Genesis 8 Male(s). On a scale of 1-10, I'd give it a 1.
      • This outfit is probably the biggest disappointment in the bundle. This product swayed my decision to buy the bundle, more so than all the giveaways combined. The jacket fits a bit too tight for my taste, but it does look like a jacket would on a large man, (muscular or otherwise.) And loose fitting pants, instead of something that looks like it was made of spandex!? It looks really good in the promo.
      • As a product that states it's specifically for Dain 8, it's not unreasonable to expect it to fit Dain as well as it fits G8M. However, it does not. With the pants, whether you load it on Dain 8, or dial in Dain's shape to the base G8M, The mesh in the front groin area distorts, showing a distinct V shape. The mesh over the figures buttocks moves forward in the center and creates a crease, where it should be relaxed and smooth.
      • Also with the pants, the knee rotations look fine, but thigh rotations either stretch or crimp the mesh in the groin area, and feet rotations aren't much better with the bottom of the pant legs.
      • The jacket/shirt object, (called Suit in the scene tab,) fits G8M perfectly, in the A-Pose, looking as smooth and properly fittings as a jacket in real life. But put that jacket on Dain 8, and it distorts to fit the more muscular shape, looking no better than it does on other shapes I tried. Eventually, I located a Fit morph I had to dial in, under Morphs. (The same such morphs for the Mercenary Outfit were under Actor.)
      • Having finally found morphs for the Suit, I checked for similar fit mophs for the pants. There were no morphs at all for the pants.
      • As someone else pointed out, the earpiece for both the Bouncer and Mercenary outfits is the same object, with the cord bent slightly different between them. Both include figure bones for the G8M from the Pelvis up, but they are no help in adjusting the cord so it doesn't intersect clothing. I actually thought they were different because, as it turns out, the main promo image for the Merc outfit was reversed, making it appear the earpiece was on the other side of the character. (Left ear, instead of the right.) Since I purchased the bundle, that image has been replaced.

    I'll post some images of the Bouncer Outfit in the next comment.

    Post edited by L'Adair on
  • L'AdairL'Adair Posts: 9,479
    edited April 2020

    Image of the Bouncer Outfit using one of the Bouncer poses, emphasizing the lack of proper JCMs in the crotch/groin area.

    Bouncer Pose Wiremesh With Base G8m

    Image showing the "solid" mesh of the Bouncer outfit pants.

    Bouncer Pants Mesh Wireframe

    Also, these pants explode when attempting to use dForce because of the solid mesh at the waist and bottom of the pant legs. I was able use dForce after I used the Geometry Editor to hide that mesh and the dForce Weight Map Node to limit influence at the waist and feet. Results are mixed. The very bottom of the pant legs have issues, but the groin looks a lot better. dForce isn't getting rid of the crease in the back, though.

    Here's an example of one of the weight maps I used trying to make these pants dForce:

    Bouncer Pants Dforce Weight Map Node

    The pant's fly is particularly problematic. With the amount of influence in this image, it did not move naturally. This will take some more tinkering, but if I can't get the legs to work correctly, it would just be a waste of time.

    Post edited by L'Adair on
  • HylasHylas Posts: 4,988
    L'Adair said:
    [Daniel and Manu] have issues with the navel on the materials not aligning with the navel of the mesh, though it is more pronounced with Manu.

    This bums me out. I really like Daniel's look in the promos.

    Sure, the product seems a little rushed (only two promo pictures, reportedly no eye options, etc) but at the end of the day I buy characters for the morph and for the skin. As long as those two aspects are good, I'm good. But to read that the navel is misaligned... major bummer.

  • L'AdairL'Adair Posts: 9,479

    Here are some images of the clothing. There is a front and back view of each with G8M on the left and Dain 8 on the right of each image. Listed in the same order as the Review, above.

    First Future Soldier:

    Future Soldier Front

    Future Soldier Back

    Followed by the Flight Suit:

    Flight Suit Front

    Flight Suit Back

    Next is the Mercenary Outfit:

    Mercenary Outfit Front

    Mercenary Outfit Back

    And finally, the Bouncer Outfit. (The base outfit is a dark gray. I didn't buy the textures, so I used LIE to color the suit and pants objects to a lighter blue color, in hopes that would allow the issues to stand out better.)

    Bouncer Outfit Front

    Bouncer Outfit Back

    And here's a "bonus" image of the Bouncer Outfit with the top hidden, showing the issue with crease between the buttocks.

    Bouncer Pants Back

  • Carola OCarola O Posts: 3,823

    Thanks for the review L'Adair, I wasn't able to buy the bundle when it came out or I would have done so because of the two free bundles and other freebies. Though in hindsight I'm thinking it may be a good idea I couldn't do so *sigh* Still plan to buy Dain when I am gettign the chance, and as I am interested in the headset I may buy the mercenary outfit too as the gloves and glasses can also be useful, I think :)

  • NorthOf45NorthOf45 Posts: 5,488

    Not to belabor the point, but regarding the Dain 8 Mercenary Outfit Vest, something is seriously messed up with the way the polygons are defined. Some users had noted that the geometry editor could not select the smiley button on the front. This is true in polygon or edge mode, but it does work in vertex mode. Somehow the wrong vertices are used to define the facets, but I believe the UV mapping uses vertices to fit the bitmaps, so they fall into place. That is why the mask you supplied to hide the button works.

    If you try to select any polygons on the vest, seemingly random polygons are actually highlighted (if you are viewing the whole vest, you will see what I mean, if you can see them at all, sometimes they are hidden behind other parts). That makes it virtually impossible to select the polygons you actually want to work on, if so desired (like to hide them, or to define a new surface), as evidenced by the trouble selecting the button. Converting a vertex selection to polygon or edge selection accomplishes nothing, it just selects whatever polygons it wants to. Interesting note, if you adjust any of the fitting morphs, you can actually see which polygons are selected while moving the slider. There is obviously a technical problem that can't be addressed by casual users.

  • WinterMoonWinterMoon Posts: 1,952

    Thank you for this detailed review! Note to self: Bouncer Outfit does not go on wishlist! I really like the Flight Suit and the Mercernary Outfit, even if they got mediochre grades. 

    Oh, and if you look at the promo picture of Manu, you can see that the navel is in the wrong place even there, if you know about it. That's probably what the hazy effect is supposed to detract from. indecision 

  • DiomedeDiomede Posts: 15,169

    Thank you for the detailed review.

  • L'AdairL'Adair Posts: 9,479
    Hylas said:
    L'Adair said:
    [Daniel and Manu] have issues with the navel on the materials not aligning with the navel of the mesh, though it is more pronounced with Manu.

    This bums me out. I really like Daniel's look in the promos.

    Sure, the product seems a little rushed (only two promo pictures, reportedly no eye options, etc) but at the end of the day I buy characters for the morph and for the skin. As long as those two aspects are good, I'm good. But to read that the navel is misaligned... major bummer.

    It feels like the entire Dain 8 release was slapped together in a hurry. As far as I can tell, everything except the named figure was created by Disruptive Publishers, though I'm only guessing on the pose packs. (I believe a more seasoned PA would know to include poses optimized for the named figure, if said figure is part of the product title.) I think Daz had enough products to create the pro/starter bundles without the Disruptive Publishers products, but then they would not have the products to provide the additional Fantasy bundle.

     

    Carola O said:

    Thanks for the review L'Adair, I wasn't able to buy the bundle when it came out or I would have done so because of the two free bundles and other freebies. Though in hindsight I'm thinking it may be a good idea I couldn't do so *sigh* Still plan to buy Dain when I am gettign the chance, and as I am interested in the headset I may buy the mercenary outfit too as the gloves and glasses can also be useful, I think :)

    You'll really like Dain 8. And if you are familiar with the settings for dForce Hair, you're going to love the included Chest Hair. (It's not listed on the product page, so think of it as a bonus.) There are Density presets, but if you're comfortable tinkering with the settings, you can make the hair longer or shorter, clumpy or not, frizzie or not, and so on. People need to tinker more with the SBH Editor, (myself included,) to become more familiar with what the settings do, as most of the settings for dForce Hair correlate to the settings in the editor.

    Dain does have really big traps, but if you aren't a fan of those, the Genesis 8 Male Body Morphs includes a Trap Size morph. The minimum value is -25% but if you modify the Parameter, Dain looks very nice with that set to -86%, imo.

    Here's a render with the Traps dialed down and a lot of tweaks to the chest hair:

    Smoke Break

    Smoke Break

  • L'AdairL'Adair Posts: 9,479
    edited March 2020

    I've been tinkering with SBH again, this time to add some length to an existing hair for one of the homeless men in my last render:

    Hospitality

    Hospitality

    The man on the right is Percy with some Ollie dialed in and he's wearing the bald-on-top version of Redz' Vintage Male Hair. Even so, I had to use the Geometry Editor to select and hide hair that was poking through the Fedora hat prop. I used CC Beard Boss to create the bushy beard, but even messy, the hair was too perfect. (The beard has Visibility in the Viewport disabled to make it easier to move around the scene.)

    To add length to the back of the hair, I turned to the SBH Editor. I made a copy of the cutout opacity map for the skull cap and used that as the template to create a density map that stayed inside the "boundaries" of the original hair. With a lot of trial and error, I got a Style with thick, clumped hair that fell to his left and filled the slight void in the back between Percy's head and the hat, (which is parented to the head.)

    I created a number of viewport draws, some with matching renders, to show just how bad the hair really is, yet how well it did the job I needed it to. The point is, you don't have to be great with the SBH Editor to use it to enhance your vision. And it's a great way to get comfortable with the Editor.
     

    Percy Closeup With Fedora Underhat Hair And Sbh Hidden Rendered

    Homeless man without SBH

    Percy Closeup With Fedora Underhat Hair Hidden Rendered

    Homeless man with SBH

    Percy Closeup Sans Fedora All Hair Visible

    Viewport showing all the hair. The white hair is the new surface I created with the Geometry Editor.

    Percy Closeup Sans Fedora Underhat Hair And Sbh Hidden

    Viewport showing just the Vintage Male Hair with the new surface hidden via the Geometry Editor Tool Settings.

    Percy Closeup Sans Fedora Underhat Hair Hidden

    Viewport showing the SBH "extensions" and the Vintage Male hair with the new surface hidden from the character's left side

    Percy Closeup Sans Fedora Underhat Hair Hidden Rendered

    The render of the viewport draw from the character's left side showing the difference between the style lines and the actual hair.

    Percy Closeup Sans Fedora Underhat Hair Hidden Rotation 01

    Viewport draw looking at the front of the character.

    Percy Closeup Sans Fedora Underhat Hair Hidden Rotation 01 Rendered

    The render of the viewport draw of the character's front.

    Percy Closeup Sans Fedora Underhat Hair Hidden Rotation 02

    Viewport draw of the right side of the character.

    Percy Closeup Sans Fedora Underhat Hair Hidden Rotation 02 Rendered

    The render of the viewport draw of the right side of the character.

    Percy Closeup Sans Fedora Underhat Hair Hidden Rotation 03

    Viewport draw of the back of the character.

    Percy Closeup Sans Fedora Underhat Hair Hidden Rotation 03 Rendered

    The render of the viewport draw of the back of the character.


    I left the skull cap of the vintage hair visible for the viewport draws, but I decided the renders showed the final hair better without it visible.

    Images link to their full-size versions, and open in a new window. As you can see from the renders, my strand hair is far from perfect, intersecting the clothing in places and doesn't blend well with the base hair. But once the Fedora is visible and from the distance of the camera for the final scene, those imperfections don't show up.

    Post edited by L'Adair on
  • L'AdairL'Adair Posts: 9,479

    A new tool in my toolbox is Mesh Grabber. I've gotten pretty darn good with dForms, but the Mesh Grabber is faster and more intuitive for most situations. I love this tool but it can be slow and combersome if you need to make changes to a large number of polys/vertices at one time; a limitation I attribute to the code running Daz Studio, currently in version 4.12.

    For example, in the image below with the centaur, I used an outfit for G8F that included a dForce cape. I needed the cape to bend up parallel with the horse back before I could run the simulation. Selecting 2/3 of the cape and trying to bend it up using Mesh Grabber took foorever for the viewport to update with each movement of the mouse. I actually used Hexagon to create the bend morph for the cape.

    I used Mesh Grabber for everything else: creating a Fit to Centaur morph for the belted waist of the dress, and numerous tweaks of the outfit as I went along. It's perfect for such smaller changes. I also used it to create several morphs for the "collar" including one that allowed me to move the rigid pieces up, so they were out of the way during the dForce simulation, moving down into place by the end of the animation.

    But what I really want to talk about is how I used the Mesh Grabber to create churned sand under the centaur. Here's the finished image:

    Predator

    Predator, by L'Adair

    First, I should mention I was using the beta, which is no longer working. The released version of the Rotations addon is in the Daz queue, and should be available soon. It is a "must have" as far as I'm concerned, and considering the amount of work the PA put into it, I'm fine with it being a paid addon.

  • L'AdairL'Adair Posts: 9,479

    Okay, down to business. The set I used is the Arch Cove from TangoAlpha. This is a large set, with a huge terrain, (and uses UltraScattered instances for the "small" rocks.) All the images below link to their full-size counterparts and will open in a new window.

    Here is a Viewport Draw, Wireframe, of the final two objects I created as seen from the render camera. Notice just how dense the polygons are.

    Churned Sand Objects Wireframe

    And here is the same view with the terrain visible again. Both my sand props and the terrain are shown in their Base resolution.

    Seabed Object And Churned Sand Objects

    And finally, here is a closeup, also at Base resolution, where you can actually see how much smaller the polys are on my props.

    Zoom Detail Seabed Object And Churned Sand Objects Wireframe Base Resolution

    Part of my process for large scenes like this is to develope the characters for a scene separately, then later merge them with each other and the set. In this case, I took advantage of that and exported an OBJ of the centaur, and used that object to help me determine the camera shot and where I needed the sand to look churned from the centaur's hooves.

    At that point, I hid everything except the centaur OBJ. I then selected the terrain and created a duplicate, which I made visible.

    I then spent an entire day discovering how not to create a high-poly version of the terrain for the area where I needed the churned sand. I deleted my efforts, saved the file, and went to bed.

  • L'AdairL'Adair Posts: 9,479

    Day two: I once again created a duplicate of the terrain, selected it and using the Geometry Editor tool, I highlighted only the polygons of the relatively small area I needed. I verified those polys covered enough area by viewing the scene through the camera, created a Selection Set, then inverted the selected polys, (Ctrl+/), saved the scene, and then deleted the selected polys I wouldn't need, (Right-click menu Edit > Deleted Selected Polygons…) Note: For me, Daz Studio is most likely to crash when I'm working with the Geometry Editor tool, especially when I delete large numbers of polygons. Creating a Selection Set and saving the scene immediately before deleting those polys means I can pick up where I left off if DS crashes.

    Hiding everything but my modified terrain, I converted it to SubD, with 1 level, exported to OBJ and then imported the now higher-density prop. I repeated this process several times, creating a different OBJ each time, in case I needed to go backwards at some point. In the end, I used the next to the last OBJ to create my prop, exported it, and then applied SubD with 1 level. That smoothed out the object, removing the sharp points my efforts with the Mesh Grabber created. Because I was happy with it, I exported this SubD version, imported it back in, and that became my prop. The visual result is the same, but this way, the computer didn't need to calculate the SubD during the render.

    Keep in mind, the overall process to the final prop took me two days. There was a lot of trial and error, and I started over more than once. I could have started with a high poly plane, but chose to start with "a few" polys of the terrain because my unmodified OBJ followed the PAs terrain exactly. After that, it was a lot of pulling, pushing, and rotating, all in very small amounts, thanks to setting the Gain to a low amount. The tool has a number of Falloff Types, but the one I used most often was "Rand".

    Here are two image showing Rand in action, one with the Gain at 100% and the other with Gain at 10%.

    Example with Gain at 100 PercentExample with Gain at 10 Percent

    Because I had the posed centaur OBJ, I was also able to create depressions specifically for the hooves on the ground, in the correct places. For that, I used the Constant Falloff, selected the polygons I needed using the Geometry Editor tool, and switched back to the Mesh Grabber to push the polygons straight down.

    During the process, I realized the prop was going to be very, very high poly. I did two things to offset that. First, I used the materials to make the sand more granular. I copied the original sand materials of the terrain for the OBJ, but used the albedo map for Wet Sand from Mec4Ds vol 2 PBS as a bump map, and plugged the normal map for the same shader into the Normal Map parameter. Using the Image Editor, I increased the tiling of both maps by two. I set Bump Map to 3.0 and Normal Map to 1.0; Second, I used the Geometry Editor to select polygons that were underneath the original terrain and deleted them.

    Once I merged the finished centaur, beasts and set together, I ended up moving the camera to get a better view of animals. This included moving the camera back and rotating. That left a section of pristine sand on the left, and I ended up creating a second prop. I learned a lot from the first effort, and the second OBJ took less than a day to create.

    I could have created my sand props in Hexagon, but I believe this was both easier and faster, due in large part to the Rand falloff and and the Gain setting of the Mesh Grabber tool.

  • L'AdairL'Adair Posts: 9,479

    In a few years, the pandemic of 2020 will be history, a story to tell our children, our grandchildren, or perhaps, even our great-grandchildren. So many lives lost, but also, so many everyday heroes; from the frontlines to behind the scenes, people are stepping up to help each other—friend, family and strangers alike.

    We have Xfinity cable, and for several weeks, they and their partners made premium channels and premium content free to watch. New release movies were also available to rent. We don't usually rent movies via cable, but we made exceptions for movies we had planned to see in the theatres: Onward, Birds of Prey, Call of the Wild, and Bloodshot.

    Hubby has type 2 Diabetes and has visits with the doctor or physician's assistant regularly. The last visit was via TeleHealth. (Good thing I finally broke down and got a smart phone in February!) Medicare and the insurance made changes so those are covered, and he didn't need to leave the house, or sit in a waiting room full of people.

    Daz stepped up, too, to make self-isolation a wee bit more bearable, with honorary PC Memberships, additional coupons for existing members, the Grimes Music Video content, (half of which was free,) and so on. So did Hivewire 3D with their Stay Home - Spread Hope Render Challenge, making a dozen products free, and asking entries to include at least three of the free items. A few days later, several of their vendors added even more items to the list of freebies. (I don't spend much time on Renderosity, so I'm unaware of what they may have done. Hopefully someone who knows will post a comment below.)

    This is an inadequate thank you to the individuals, organizations, and businesses, who made changes to their lifestyle, business practices, and protocols to help us all slow the spread and save lives. Even the simple act of staying home is greatly appreciated.

    Thank you.

  • L'AdairL'Adair Posts: 9,479

    It's been too long since I shared an image in here. This is Hala, for Daisy 8. A bit more fantasy than I usually do, but it was fun.

    I tried numerous hairs on the figure, but the only one I really liked, Stella Hair, hid her ears. So I used Mesh Grabber/Rotations to move it behind her ears and make the whole style a bit more wild. I also created an additional material zone to add in the silver/white streaks. The red on black hair color comes with the hair.

    Full list of available Daz products is on the gallery page, which the title and image link to.

    Sentry

    Sentry, by L'Adair

  • DarwinsMishapDarwinsMishap Posts: 4,087

    Lovely dark fae, L'Adair!

  • L'AdairL'Adair Posts: 9,479

    Thank you, Darwin.
    smiley

  • L'AdairL'Adair Posts: 9,479

    I've added a couple of links to my signature, one to my fledgling Instagram account, (which is almost entirely renders,) and a brand new Facebook page I created specifically to post my 3D artwork. I don't spend a lot of time on Facebook, but I have many friends IRL that never see my art because they don't hang out here on Daz3d.com. I'll be posting a few more images before I announce the page to IRL friends, but please feel free to stop in, look around, and perhaps leave a comment, and/or Follow.

  • WinterMoonWinterMoon Posts: 1,952

    I followed your FB page. Sadly I don't have Insta, yet.

  • L'AdairL'Adair Posts: 9,479

    I followed your FB page. Sadly I don't have Insta, yet.

    Thank you, @WinterMoon!
    heart

    You don't have to have an InstaGram account to view the site. Or a phone. You can poke around in there all you like from your PC/laptop. Of course, most images I upload there can be found here and, eventually, on the FB page.

  • Carola OCarola O Posts: 3,823

    Like the look of your FB and Insta, though I admittingly don't use either of them myself :) I tend to stalk your art here instead *grins shamelessly*

  • 3Diva3Diva Posts: 11,518

    I'm mainly just a lurker here, but I do enjoy your renders quite a bit! :D 

    L'Adair said:

    In a few years, the pandemic of 2020 will be history, a story to tell our children, our grandchildren, or perhaps, even our great-grandchildren. So many lives lost, but also, so many everyday heroes; from the frontlines to behind the scenes, people are stepping up to help each other—friend, family and strangers alike.

    We have Xfinity cable, and for several weeks, they and their partners made premium channels and premium content free to watch. New release movies were also available to rent. We don't usually rent movies via cable, but we made exceptions for movies we had planned to see in the theatres: Onward, Birds of Prey, Call of the Wild, and Bloodshot.

    Hubby has type 2 Diabetes and has visits with the doctor or physician's assistant regularly. The last visit was via TeleHealth. (Good thing I finally broke down and got a smart phone in February!) Medicare and the insurance made changes so those are covered, and he didn't need to leave the house, or sit in a waiting room full of people.

    Daz stepped up, too, to make self-isolation a wee bit more bearable, with honorary PC Memberships, additional coupons for existing members, the Grimes Music Video content, (half of which was free,) and so on. So did Hivewire 3D with their Stay Home - Spread Hope Render Challenge, making a dozen products free, and asking entries to include at least three of the free items. A few days later, several of their vendors added even more items to the list of freebies. (I don't spend much time on Renderosity, so I'm unaware of what they may have done. Hopefully someone who knows will post a comment below.)

    This is an inadequate thank you to the individuals, organizations, and businesses, who made changes to their lifestyle, business practices, and protocols to help us all slow the spread and save lives. Even the simple act of staying home is greatly appreciated.

    Thank you.

    I too am grateful for the people and businesses stepping up to help make this a little more bearable. Thank you for posting this and reminding everyone. :)

  • 3Diva3Diva Posts: 11,518

    By the way, I don't know how long you've had this in your signature (sorry I'm pretty oblivious sometimes lol), but it's much appreciated:

     

    With Daz Studio, there is always more than one way to do something. The "right way" is that which works best with your work flow. which is going to change as you build confidence and experience. My answer to your question will use the way I believe will best serve you at the time. In many cases, the answer will be more detailed than you might need, because a complete answer will be helpful to the next person searching the forums for help on the same topic.

    I just wanted to say thank you for all you do around the forum. You really go out of your way to help others so often, and it's really awesome! Thank you for all you do around here L'Adair! heart

  • L'AdairL'Adair Posts: 9,479

    Carola O, Thank you. As well as stalking, the occassional comment is much appreciated!
    heart

    @Divamakeup, Thank you. It felt right to say something.

    As for the blurb in my signature, well, it's been there over a year. But please don't feel bad. We have all developed "Signature Blindness" to one extent or another. How can we not, when we are bombarded with advertising on TV, websites, and even our phones!

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