Crash Site

Hi everyone!

I'm trying to create a crash site similar to the one in the attached image, but I want to experiment with different shapes instead of just the usual circular impact crater. For instance, I'm thinking about making a giant hand or footprint crash site. Does anyone have tips or techniques on how to do this in DAZ Studio? Are there specific tools or resources I should be using to customize the shape of the crash site?

Comments

  • Here's an example of what I mean

    meteor-and-ship-crash-site-07-daz3d.jpg
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  • felisfelis Posts: 4,311

    Doing it in Daz Studio will be a hassle.

    DS is not a modeller, although you might do something with a large plane with dForce and/or DFormer.

    I would recommend to use a modeller to create it.

  • crosswindcrosswind Posts: 6,930
    edited August 23

    Optionally, make an initial shape with a plane. You can use Smoothing Modifier with setting Collision item with the plane + figure. Then export / import as an object or a morph (with OBJ + Morph Loader Pro).

    Then finetune it with Mesh Grabber , DFormer etc... or sent to external software that you know for further sculpting.

    SNAG-2024-8-24-013.png
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    SNAG-2024-8-24-015.png
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    SNAG-2024-8-24-016.png
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    Post edited by crosswind on
  • kprkpr Posts: 113

    crosswind said:

    Optionally, make an initial shape with a plane. You can use Smoothing Modifier with setting Collision item with the plane + figure. Then export / import as an object or a morph (with OBJ + Morph Loader Pro).

    Brilliant smiley

  • crosswindcrosswind Posts: 6,930

    kpr said:

    crosswind said:

    Optionally, make an initial shape with a plane. You can use Smoothing Modifier with setting Collision item with the plane + figure. Then export / import as an object or a morph (with OBJ + Morph Loader Pro).

    Brilliant smiley

    Ha ~ laugh

  • crosswind said:

    Optionally, make an initial shape with a plane. You can use Smoothing Modifier with setting Collision item with the plane + figure. Then export / import as an object or a morph (with OBJ + Morph Loader Pro).

    Then finetune it with Mesh Grabber , DFormer etc... or sent to external software that you know for further sculpting.

    Hello thank you for this smart steps but I don't know I tried to do it and here's what happened, can you help me to get a good result like yours?

    1.png
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    4.jpg
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  • markusmaternmarkusmatern Posts: 559
    edited August 25

    When creating the plane you need more divisions. You don't have enough vertex geometry in your example.

    Post edited by markusmatern on
  • markusmatern said:

    When creating the plane you need more divisions. You don't have enough vertex geometry in your example.

    What number should I set on divisions?

  • crosswindcrosswind Posts: 6,930
    edited August 25

    Check this short video of how-to : https://mega.nz/file/3DpmkZba#LyeKoqQwhiQlaupcchFbJG0lmK9q1JpziJ9xSTL2A_s

    I set a 160 divisions on a 3 ~ 4 meters plane. The more divisions you set, the more details you're gonna have.

    Post edited by crosswind on
  • crosswind said:

    Check this short video of how-to : https://mega.nz/file/3DpmkZba#LyeKoqQwhiQlaupcchFbJG0lmK9q1JpziJ9xSTL2A_s

    I set a 160 divisions on a 3 ~ 4 meters plane. The more divisions you set, the more details you're gonna have.

    Wow, thank you so much for going the extra mile and making that video! You're seriously awesome. It helped a ton. I really appreciate it!

  • crosswindcrosswind Posts: 6,930

    illmiimusic said:

    crosswind said:

    Check this short video of how-to : https://mega.nz/file/3DpmkZba#LyeKoqQwhiQlaupcchFbJG0lmK9q1JpziJ9xSTL2A_s

    I set a 160 divisions on a 3 ~ 4 meters plane. The more divisions you set, the more details you're gonna have.

    Wow, thank you so much for going the extra mile and making that video! You're seriously awesome. It helped a ton. I really appreciate it!

    No problem ! yes

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