My first custom morph...
dodgerrecords
Posts: 123
in Art Studio
Hey what do you think? I did this in ZBrush based on hiro 5 :)
boymorph2.png
500 x 800 - 376K
Comments
Nobody has a comment or some kind of feedback for how to improve it? Are the eyes to big? Anything you dont like?
Congratulations on your first morph! As for feedback on how to improve, I would say the eyes are too big for my taste, and there is something wrong with the nostrils. The pupils of the eye are not round, but perhaps you intended that.
Hey thanks for the feedback, yeah I noticed that about the nostrils its weird, I've never used zbrush before this, im used to 3ds max and Ive never done modeling with the brushes so im still getting used to it all. I've since learned that you can hide certain components of the daz model like the eyes. Whats weird is that sometimes it doesnt seem to translate from zbrush exactly into daz, like the eyes will be the perfect size in zbrush, but then when I get it into daz they look huge. I guess it'll just take more practice and experimenting.
I've never used ZBrush, so you are way ahead of me!
Thanks :) It's actually not that difficult to get started, I'm at the point right now where I really want to make my own original characters and clothing and hairstyles, give my renders a signature look and improve my skills.
I don't have Z Brush, but I do have 3dcoat. I've been meaning to try out sculpting custom morphs myself. It's cool that you've made the effort. So far I've been pushing the limits with Genesis Evolution morph dials with decent results. Since I don't own much in the way of Genesis 2, I wanted to try out making a character similar to one on my wishlist, which is Peppermint for Brodie 6. I made a render of the figure and posted it in my gallery: http://www.daz3d.com/gallery/#images/86502
If I wanted to, I would take the morphed figure unposed into 3dcoat and then sculpt the finer details there. The nice thing about DAZ Studio morphing dials is the ability to tweak settings without making a mess of the mesh. Good luck in your efforts!
I did dial morphs for a long time before trying to make completely custom morphs, not a bad way to do it except for the fact that you cant sell them. I will tell you that peppermint isnt as good as the promo art makes him look. I should show you some renders, his head and face look good but his body looks to big for his head.
Funny you should say that the body and head don't match for Peppermint. I had that exact same impression from looking at the promo images. It's kinda my main beef with G2M that the male bodies just don't look "natural" to me with those oversized pectorals, especially on Brodie and friends. It wasn't easy to dial-a-morph using promo images to get a match, and materials also affect the look in some ways. While my character might not appear to match Peppermint at first glance, the facial morphs are proportioned quite closely, and the body is a better match for a young teen. Another thing about Peppermint is the fact that the G2 equivalent of Evolution Head morphs is also required for the product, so exactly how much of that was sculpted, I wonder?
Anyway, keep posting your head morphs here, and I'll give some critique!
Hey! I hope you're still working on custom morphs. I finally took the plunge into exporting a figure to Blender to do some sculpting. My target shape was Jayce for Brodie 6, since I don't own much Genesis 2 stuff yet. However, I've got plenty of Genesis content to work with. So, using the promo images for Jayce, I set about dialing morphs to get the face as close as possible in DAZ Studio. I discovered that Genesis Evolution head morphs will only take me just so far, and even then there are some issues with mesh smoothness. I found the nose to be the difficult part of Jayce's face to replicate in DAZ Studio, so that's where most of the work in Blender took place. It's not a perfect match, but I'm pleased with the result so far. Unfortunately, I had no profile reference for Jayce, so I'm not too sure about the look of my morph when seen from the side. I hope you won't mind if I share my render here.
Edit: Sorry for the bad lighting. It was late. I did a bit more sculpting in Blender this morning to fix some minor things I saw when I fixed the lighting. I'll put the result in my gallery when the render is done.
Edit 2: http://www.daz3d.com/gallery/#images/87975
This is pretty cool. Is there a tutorial anywhere on how to do your own characters in a sculpting program? I would love to learn how to do that but I am so new I don't even know where to look for the information.
There are several steps that need to be followed as far as setting up your character and exporting it to be modified in another program. I followed instructions in a thread in the Commons forum on exporting to Blender. It may be different for other programs. Then you have to be proficient at using the software that you plan to use for mesh editing and sculpting. I use Blender, which is free but has a steep learning curve. And finally you have to get the mesh back into DAZ Studio using Morph Loader Pro (which is in DAZ Studio) in the right way. All the information is scattered throughout the forums and in the Wiki pages. I don't know of any comprehensive tutorial since there are many possible workflows depending on your desired results and the programs you decide to use.
Also, shameless promotion: http://www.daz3d.com/forums/discussion/63750/custom-morph-jayson-for-genesis
Exporting to Blender: http://www.daz3d.com/forums/discussion/6728/creating-morph-targets-with-blender-2-6
Saving Morph Targets: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/
And there are other details not included in these links, but that's what I could find easily.
Thank you for the info! will be doing some research for sure
Great! The important thing is, don't get discouraged! There are so many details to figure out, and mistakes will be made along the way. But every minor failure is a learning opportunity. Trust me, I made lots of mistakes and had many head-scratching moments making just that one "simple" morph. I have a new found appreciation for the hard work that PAs put into their products, from concept to development to presentation. I have so much more to learn. Fortunately for us, there are many people on these forums willing to share their extensive knowledge so long as we ask the right questions.