The most I prefer to do in Carrara from D|S is to bring new morphs into figures, etc., and then just export as a CR2, which has worked flawlessly for me every time (Using the DS > Hex > DS bridge to add morphs that are saved correctly to the figure), never expecting to bring a single shader with it, beyond having the texture maps, but whatever - because I do all of that work in Carrara to much better effect. Then just load it into Carrara like any other runtime content. I actually even export the figure (CR2) to the proper runtime location where I’d be most likely to find it. So for figure that I save in this fashion, I use the runtime folder within Carrara.
Aside from stuff like that, I think you’ll quickly agree that scenes, prop set up, posing, animating, shader work, etc., is not only better in Carrara, but it’s much more simple and fun. Very enjoyable experience!
Ahhh, mentioning animations struck another point that I had originally missed mention of:
aniMate 2 just rocks! I do like using aniMate to blend various aniBlocks together and save out new blocks from it. This, I believe, is only possible if you own one of the purchased versions of aniMate. Both the older, and 2 are really great. Most timeline key framing work I’ll do in Carrara, as I find characters much easier to manipulate within Carrara with its wonderful sequencer and manipulation tools. But the tweaks that we have the power to perform using aniMate 2 are not to be underestimated either, making me believe that the new GoFigure D|S animation timeline tools (which make D|S look a lot like Carrara’s sequencer) are likely very good. But I have Carrara, so it’s likely that I’ll never find out.
Once I’m done working on my figure morphs or aniBlocks, I’m done working in D|S and back in Carrara, where I spend most of my 3d time period. You’ll see what I mean as you get going in it!
When it comes to Genesis, I like to build my creations right within Carrara for that as well. Since Carrara does not yet have UV swapping, I just load in the appropriate character file for the UV mapping that I want. For example: I want to use a specific V5 texture set, even though I’ll likely end up shaping her different. I still begin with either one of the V5 character presets, unless the texture set I want came with one - I may opt to load her instead. I start nearly all people shaders from my own modified version of the easy to apply, individual shaders that come in Indigone’s Free V4 Skin Shader Kit and Lights. Even though it says V4, the shaders themselves are not biased to sex or shape, but rather an excellent set of shader setting for each shader domain - no matter whom you intend to make. Once you follow through her tutorial at least once, you’ll know exactly which channels get which texture map from the collection you intend to use. And the shaders even look great without adding texture maps! They take advantage of subsurface scattering and excellent specular results with or without maps. Very good kit.
Once the Genesis character is finished, save it off to the browser fro future use within Carrara without having to repeat the steps.