Clothing Designs with a Keyshot Render

I've long been a fan of Daz studio but I'm not much of a DAZ user. With that being said, it has been used as a source of inspiration for me and it did help me get into 3D. I would love to design content and sell them for DAZ one day as I think that would be a lot of fun. My work was created in DAZ, Marvelous Designer and Zbrush. The Face was rendered in Keyshot. The face has no textures and all the detail is sculpted into it. It is an 8 million poly render. The clothing is based on apaclyptic styles like the ones in Book of Eli.

 

https://www.artstation.com/artwork/eDGRX

 

https://www.artstation.com/artwork/1BqvK

 

https://www.artstation.com/artwork/Pqmk3

 

Thanks for looking.

Comments

  • KindredArtsKindredArts Posts: 1,239

    Awesome work, well done!

  • FSMCDesignsFSMCDesigns Posts: 12,755

    Nice work! With that kind of detail, would love to see you produce outfits for DS.

  • VerininceVerinince Posts: 51
    Thank you sir. Do you have any guides for porting over designs and stuff?
  • IceDragonArtIceDragonArt Posts: 12,548

    Nice work! With that kind of detail, would love to see you produce outfits for DS.

    Ditto

  • KindredArtsKindredArts Posts: 1,239
    Verinince said:
    Thank you sir. Do you have any guides for porting over designs and stuff?

    Josh has some great videos on his youtube channel (Here:https://www.youtube.com/channel/UCtqhpxQyGa7fm0LPoDz4s4A/videos) and sickleyield has some great content on here deviantart and youtube channel too. There's also a pack on the store (creating daz3d content ... or something?) which covers a lot of these topics, but i don't have it myself so dont qoute me on that.

    The first thing you should do is export a base genesis 3 figure out of daz so you can import it to zbrush and fit your items to the figure. Then it's just a case of rigging the clothing items and setting up materials, which can be a bit of a faff, but again there is a lot of support on the boards if you need it.

  • Cris PalominoCris Palomino Posts: 11,374

    Keep in mind the polycount.  Marvelous Designer is about simulation, so you be using a particle distance that, while creating great folds and puckers, is very high poly.  Same with ZBrush if you begin to utilize subd.  In addition, it's often a good thing to look into ZRemeshing the items from MD so you get quads to better handle deformation as well as bring down the poly count.  The original high-poly can be used to generate normals and displacement.  The clothing looks very fun.  :) 

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