No one has said that there is no merrit or that its not worthy to do these or teaching. Yes there are certain steps to be taken for certain procedures, but there is no definitive method to take you from A-Z. In my tutorial on 3D Model conversions, I make this simple statement “If steps listed in the tutorial for one program is something you are comfortable doing in another, please feel free to do so.” I state this simply cause I can only share what I have learned. I dont know everything. DaremoK3, if you have your own methods or better methods for accomplishing the same task in the same programs or different, then please feel free to share as well. I would love to know more myself in these areas.
Some PAs team up cause one is better at one part of the process then another. It would be best if someone who is a master at modeling handle tutorials on modeling in their prefered app cause the same person may be the weakest as doing textures. Someone who is a pro at texturing and knows what to watch for is best handeling that aspect and so on and so on. If I may make a suggestion, instead of asking for an “All-in-One” tutorial that covers every aspect of the process, break it down and request smaller aspects. Its best if its broken down so its easier to digest anyways. No one knows everything there is to know about everything.
I have thought about doing a posing tutorial a few times but I have to admit, the number one question that keeps comming up in my head is, “How is anyone suppose to teach anyone else how to think as they do or observe the world as they do?” The answer, you dont. I can tell you that I use the node selection tool in DS to select the different body parts. The Parameters Tab is open for access to the different dials and that I use the Perspective cam to move around the scene since its movement is not recorded by DS so it does not effect the undo list. I can also suggest that when working with any human figure, to start at the hip and work your way out form there. But for all thats worth, its useless until the end user understands HOW a human body moves. We all think we know, but we dont. Its the littlest details that always excape us. The figure is not balanced correctly or the position of the arm is wrong for the motion that is being represented and hands are still the worst. One of my art teachers in high school use to say, “Draw what you see, not what you know.” What she meant was to observe, dont just look, but observe the subject. If anyone wants to learn how to pose a human figure in ANY 3D program, my best suggestion would be to spend a few weeks at the very least drawing human figures. Not to full completion, but to the point of using basic shapes to represent the body parts. But even then, its up to the end user to change how they think and observe in order make progress. I cannot teach anyone how to look at a human figure standing there in a T Pose and to see it in motion the whole time they are working on it. Its difficult for me to pose them when I cannot invision what they are doing.
DaremoK3, you’re better off just asking me different things you want to know about my images. Inception is impossible to explain. Different desires and thoughts prompt differnet courses of action. Though I can say that I like girls a lot and they would be my primary source of inspiration for my art. So I can recommend observing those! Other then that, feel free to PM me questions you have about certain things. You may also want to look at the comments section on DeviantART for any info I posted there for each render. I know I dont always but there are times I do. I would not make anyone pay for this information. I haven’t charged for explaining things about my art in the past so why start. Art is someting I love to do so I dont mind sharing.
and as Blondie is going to make it in her advanced tutorial I better don;t go to spoil it and gentle back off at this moment and I hope you don’t mind , there is a lot of other subjects that can help everyone creating better stuff ..so I am going to find one
Hey, Mec, don’t worry about it. You do video tutorials, and I do written ones, so there’s no “conflict” there—and in any case, our “approach” is different.
Regarding posing—Mattymanx made some good points. Posing looks “easy,” but creating good poses isn’t easy at all—and having done several pose sets, I’m certainly qualified to say that. The “gross” movements—moving a leg forward or back—aren’t the difficulty; the difficulty is all the little subtle stuff—the little things most people don’t consciously notice.
For instance, two guys are sitting in chairs, in pretty much the same pose—leaning back, hands resting on their thighs, one foot flat on the floor, the other leg stretched out. Same pose, right? But yet, one guy looks “relaxed,” whereas the other guy looks tense or nervous. Why the difference? There’s nothing obvious to explain it—but if you look closely, you see that there are many tiny differences. The “relaxed” guy’s shoulders are drooping slightly more; his head is tilted just a little rather than being straight; his hands are “loose” with the fingers slightly curled; etc., etc. It’s all those little subtle things that make the difference—and learning to “see” those little subtle things is the key to creating good poses.
Yes I saw it , it was made by Daz but it is not complete I missed the most important step after that , sometimes it is like my time-lapses , see what you can do with but how? figure by yourself .. lol after the new update to 4.5 I am losing some stuff as things changed in the workflow ..
also returning to the geo-grafting , it is good if you are going to do your own creation something that can’t be reused without editing , as geo grafted figures not always allow you to reuse them on different shapes due to the textures that will never match , for stuff like horns or wings and tails using the half way of geog rafting is better , I was working the other day on a fish tail , and was for plan to full grafting the figure but then come to conclusion that no one can use different body textures to blend , so I use only half option to hide the lower parts automatic while fitting and blend the edges of the tail so it can be used with any textures people wish and this will have to do with anything else you going to do so not practical and not versatile , ge grafting process is as simple as it is mentioned in WIKI, but what the users get trouble with are the weld points, if they are shifted you will get zero grafting and that why people struggle with , so the correct skills in modeling and preparing your figure is the answer as the setup is 5 min .. and not different from what everyone know already , geo-grafting sounds mysterious but is nothing else as insert mesh ( Zbrush ) or merge weld points so a little bit modeling skills are needed to start with .
and as Blondie is going to make it in her advanced tutorial I better don;t go to spoil it and gentle back off at this moment and I hope you don’t mind , there is a lot of other subjects that can help everyone creating better stuff ..so I am going to find one
I have a problem with your Zbrush tutorials.
they do not show the user what brushes you use and why you use that function.
I really would like to see more of you.
they are great.
...For me trial and error are how you learn the basics, shared knowledge is how you take it to the next level
It is important to understand different people learn differently. This strategy though it works well for you is totally unsuccessful for some and of varying degrees for others. Let’s try not to get into the ‘this works, what’s wrong with you’ perspective… It isn’t laziness on other people’s part, it “just doesn’t work” sometimes.
It also goes beyond, just do it vs study it to death first, read vs video vs hands on… it goes to how something is explained, what background any given individual brings into the environment, how well the presentation matches a given person’s needs/desires, ie what they are trying to achieve ‘at that moment.’
Deciding people are just ‘lazy’ doesn’t do anyone any good.
As learners, we need to step out of our comfort zones some times. I know some learn better by being shown as in a video, some by reading step by step, and some by playing (etc..) but, the other methods actually present material fundamentally different and we don’t get as complete an understanding of something if we just tackle learning it using the same methods all the time, and this is an easy trap to fall into.
Another note, learning from associated but not directly related areas will often help round out our understanding of things because the ‘related but different’ approach things differently and will often give us new perspectives that can be vital in filling in gaps. Looking at videos on other modelers, etc… might seem a waste of time if we don’t plan on using them but it’s not. One doesn’t need to pay the same attention to it if they don’t plan on using that particular tool, but it’s a good thing to watch how different software approaches modeling, texturing, etc… and a lot cuts across tools so can inspire us to try things we might not have otherwise in our tool of choice.
A couple good free courses I’ve found using Blender, though it might not be one’s modeler of choice, goes into the fundamentals of what makes up a good mesh, what all of those complex issues of uv mapping mean and why one method over another etc…
I would like to say thank you to everyone who takes the time to put together tutorials or answer questions.. I appreciate the time you’ve taken to make my life a bit easier, a bit nicer
..When in doubt, pick apart files of products you have purchased, you can examine everything from Topology to how a Pz2s has been edited.
This is actually one of the main reasons I buy an item, to rip it apart and examine how someone made it. Even when they show me in a video how they did it, I like to get my hands in it
Will you gather all the links to the tutorials people have posted here and edit your first thread post to list them there for all to see when they come here?
That would be fantastic to get all these listed in the first post for future reference.
Will you gather all the links to the tutorials people have posted here and edit your first thread post to list them there for all to see when they come here?
That would be fantastic to get all these listed in the first post for future reference.
Basically all of these apply as basic modeling concepts as well as rigging are fundamental to character creation and all of these touch on aspects of these. A lot more could be added ofc, but this is a start. (Listed in no particular order.)
Basically all of these apply as basic modeling concepts as well as rigging are fundamental to character creation and all of these touch on aspects of these. A lot more could be added ofc, but this is a start. (Listed in no particular order.)
Oh, almost forgot.. Lynda.com has some excellent tutorials on Blender, Photoshop, Gimp, Maya, 3DS Max, Rhino, etc etc… at a very reasonable subscription price (monthly and annually) complete with practice files. There are basic courses and specific ones, including character design.
We need more tutorials with subjects like Genesis inside Zbrush (morph, texture, and re-rig genesis back in studio)
like the creation of the “GENESIS MERMAID”
things like explain what brushes you use, why you use the tools,...
We need more tutorials with subjects like Genesis inside Zbrush (morph, texture, and re-rig genesis back in studio) like the creation of the “GENESIS MERMAID” things like explain what brushes you use, why you use the tools,...
What people have been trying to explain is that the tutorials on exporting then importing back into DS are one skill set and will typically be covered in one training session. Detailed instructions on a separate tool like ZBrush will be found in ZBrush tutorials. Detailed rigging in DS is a complex set of tasks in it’s own right.
The most anyone could do in the manner you are asking is an overview type of tutorial typically since there is just too much information to cover. It’s like asking for a PhD in Physics in a single college course.
Having said that, overview tutorials like the one you mentioned can be very handy as long as the person watching it understands this is ‘one way’ of doing that particular series of tasks, and that a lot of steps would have been simplified due to time constraints. Kind of like “Physics for Dummies” serves a valuable purpose for many people but isn’t going to make anyone a physicist.
We need more tutorials with subjects like Genesis inside Zbrush (morph, texture, and re-rig genesis back in studio) like the creation of the “GENESIS MERMAID” things like explain what brushes you use, why you use the tools,...
What people have been trying to explain is that the tutorials on exporting then importing back into DS are one skill set and will typically be covered in one training session. Detailed instructions on a separate tool like ZBrush will be found in ZBrush tutorials. Detailed rigging in DS is a complex set of tasks in it’s own right.
The most anyone could do in the manner you are asking is an overview type of tutorial typically since there is just too much information to cover. It’s like asking for a PhD in Physics in a single college course.
Having said that, overview tutorials like the one you mentioned can be very handy as long as the person watching it understands this is ‘one way’ of doing that particular series of tasks, and that a lot of steps would have been simplified due to time constraints. Kind of like “Physics for Dummies” serves a valuable purpose for many people but isn’t going to make anyone a physicist.
true, but you can learn the basics from such tutorials,
example in Zbrush…
you learn to use the tools, you need for your own character design, morph, texture.
after all the secret still remains at the dazstudio part as Pa’s also don’t know how to do this or just don’t like to share this kind of info.
actually daz have to create the tutorial videos.
but i don’t expect it from them, they don’t have time…
to busy developing studio…