Ten Years After - The Making of Dartanbeck.com

14567810»

Comments

  • DiomedeDiomede Posts: 11,880

    When I use a Daz3D human in Carrara to make projects for the Challenges or similar, I tend to use either the genesis 2 figures or one of 3DUniverse's toons (like Gramps) for adults.  I tend to use VYusur's custom figures Leon and Teena for children.  I still use my custom Brash and Moxie figures for that project.  I'm still not doing animations in any serious way, I have had no need to import motion files.  Animation is just one of many topics that I should explore.  

  • DartanbeckDartanbeck Posts: 16,857

    Mindsong sent me this video a few days ago. Freaking Mind-Blowing!!!

    (I'm not striving for anything even close to this uncanny!)

  • DartanbeckDartanbeck Posts: 16,857

    Tests with Rosie 5.5 continue, and I'm having a real ball with her!

    It's a lot easier to 'break' the hair compared to Rosie 5's Carrara hair, which has enormous control over everything except consistency - whereas this new dForce hair is Very consistent as long as I don't break it! LOL

    Mindsong continues to teach me all manner of techniques with VWD, which is a real blast! 

    Bust animating, simulating and rendering. Will show results when I get enough of these test renders completed to put something together.

  • MystiarraMystiarra Posts: 37,114

    i still using gn1

    trying to find a roughness procedural to add to my gn1 charaters.  the noise pattern doesnt really give the look 

  • DartanbeckDartanbeck Posts: 16,857

    Mystiarra said:

    i still using gn1

    trying to find a roughness procedural to add to my gn1 charaters.  the noise pattern doesnt really give the look 

    I'm really enjoying the flexibility I get using Genesis 1, and keep finding more and more ways to love using this amazing figure.

    As for procedural shaders, maybe have a look at the ones eveilproducer made for V4, V3 and A3. The V4 ones would certainly work on Genesis 1 I'd imagine. I'm not one to use procedurals on animated figures, so I haven't even tried them yet. That's embarrasing! One day here, for sure! I love evilproducer's work!

    Evilproducer's downloads at ShareCG

    Also check out Indigone's V4 Skin Shader Kit and Lights - not only are the shaders excellent (and work on any figure), but the included manual is an excellent tutorial! She also has Endless Eye Kit for V4

  • DartanbeckDartanbeck Posts: 16,857
    edited February 23

    The madness/goodness continues!

    Rosie gave me the gift of Daz 3D for my birthday (today) and I got some fun stuff to play with!

    Sickle Yield's Genesis 8 Clone for Genesis 3 - this let's me use the transfer utility to convert clothes from Genesis 8 to Genesis 3, which I save and can then use the transfer utility on those to convert them to Genesis 1 via the Genesis 3 for Genesis 1 clone I bought from her before.

    Tip: When I use that transfer utility or auto-fit to Genesis 1, I choose the Bodysuit > Loose option, which adds a General Volume slider to the clothing. Although I don't always need to use it, it's very handy to have added to the clothing, and it's amazing how many clothing items don't already have that built in.

    Stonemason's Sci Fi Kit 2016 - Finally! Yikes, I'm amazed that I didn't already own this thing!

    Another pile of aniBlock products

    Character Convertor from Genesis 8 Females to Genesis 3 Females - doesn't exactly (in my current experience) work for my original intention, but it's an incredible tool!

    Content Package Assist - so that when I make more products (freebies), I can package them up to work using DIM. Very excited to have this thing.

    Post edited by Dartanbeck on
  • DiomedeDiomede Posts: 11,880

    Dartanbeck said:

    The madness/goodness continues!

    Rosie gave me the gift of Daz 3D for my birthday (today) and I got some fun stuff to play with!

    Sickle Yield's Genesis 8 Clone for Genesis 3 - this let's me use the transfer utility to convert clothes from Genesis 8 to Genesis 3, which I save and can then use the transfer utility on those to convert them to Genesis 1 via the Genesis 3 for Genesis 1 clone I bought from her before.

    Tip: When I use that transfer utility or auto-fit to Genesis 1, I choose the Bodysuit > Loose option, which adds a General Volume slider to the clothing. Although I don't always need to use it, it's very handy to have added to the clothing, and it's amazing how many clothing items don't already have that built in.

    Stonemason's Sci Fi Kit 2016 - Finally! Yikes, I'm amazed that I didn't already own this thing!

    Another pile of aniBlock products

    Character Convertor from Genesis 8 Females to Genesis 3 Females - doesn't exactly (in my current experience) work for my original intention, but it's an incredible tool!

    Content Package Assist - so that when I make more products (freebies), I can package them up to work using DIM. Very excited to have this thing.

    Happy birthday!  Hope it is great.

    Congrats on the goodies.  Hope you make excellent use of them all.  You might consider making some of your Rosie-Adventure goodies (props, etc) compatible with Daz Studio and use content package assist to become a PA again.  Just something to think about.

  • DartanbeckDartanbeck Posts: 16,857

    Almost like you've read my mind! :)

  • DartanbeckDartanbeck Posts: 16,857

    Although I really like the results I've been getting from Daz Studio with that dForce Classic Long and Curly Hair, my current thoughts are to get back to the way I wanted to do things, and just get back into my Carrara workflow, and using Daz Studio as my assistant rather than the render tool.

     

    I also really like my Carrara dynamic hair, even though with its length and fullness it's really hard to control - I might just go with it anyway as part of what makes Rosie Rosie, or I may opt for something altogether different. 

     

    So my next workflow will begin with trying different methods of making hair for Rosie, along with some other non-Rosie animations/renders that are dying to be completed and wiped off my to-do list. But a big part of me just wants to keep using that crazy dynamic hair that I started for Rosie 5.

     

    I really like how I can custom edit my data folder to contain only the morphs that I want a final character to have when working with Carrara. After my character is complete, I can simply put all of the data back and have full access to all morphs, while the Carrara saved character will only keep what I've given them. This is not something that I can do in DS.

     

    I realize that my Daz Studio journey has been very short compared to my years in Carrara, but it still feels to me that Carrara is more stable, can do a Lot more stuff, is a vastly superior animation studio, has a much more user-friendly shader and render system and is just all around a Lot more Fun to be in.

     

    I recently got a comment on one of my YouTube videos (can't seem to find it) stating that Carrara is clunky and old or something like that. That's fine for those who really feel that way - to each their own, I say. I'm just saying that "I" like Carrara better than any other workflow I've tried so far.

     

    I'm discovering Blender right now, and I like it - I do. But for what I Really want to do, Carrara is still the perfect thing - I just love it.

     

    Please, Daz 3D... Please keep Carrara Alive! I'd be happy if all you did was to keep it updated to work as modern operating systems change without even adding anything else - but I know you folks better than that! But I truly would be happy just knowing that Carrara will keep on working!

     

    It makes me want to buy up hardware to keep in storage so that I can Always have a machine build that works with my current OS - one that I know works with Carrara!

  • MystiarraMystiarra Posts: 37,114

    i luving the character building tutts.

    sometimes, i think i procrastinate too much on details.  

    building distinct personalities.  like making character specific expression sets.
    or like, give one character a little llimp from an old injury.  a pet peeve.
    a fashion style.  thinkin ahead to what to the cosplayers could imitate in real life.angel

    and then keeping track of em all.  nothing worse than coming back to a character a year later and have no memory of what asset used to hake him/her

    pdf? spreadsheets?  thinkin mebbe a personal private wiki
    the last couple weeks, i been trying to think like a casting director.  leading men, ladies, supporting cast.
    thinkin on some of the categories they give oscar awards and golden globes

     

  • DartanbeckDartanbeck Posts: 16,857
    edited April 14

    What I find helpful is a simple thing - a set of named folders.

    I'll have the main folder for the character, then within I'll have various other folders that relate to different versions of the character, like different costume setups but it's more than that.

     

    Instead of a separate folder for each costume, it's more like a different folder for the type of location or portion of the story. Then within that main folder is where I'll store the various costumes for that aspect that have already been optimised for how I want it for that character path. I'll also include props, hair, etc., as well as the main Character Light Rig that I use for this path.

     

    Within each such folder, I also have a folder called "Anim", which is where I store animated versions of the character for that path. This is so that I can use the Batch Queue and always know where to find what I'm looking for. My sequenced image folder for each animation carries the same name as the file saved in that Anim folder. Another benefit of this is that I can also use that saved animation using a different costume/scene setup for another path, and then save that within it's own path structure.

     

    This can build up some data, but it's worth it to me. Some time after I'm all done with them, I catalog them into a different storage drive to free space and reduce clutter.

     

    An example of why this works so well:

    Let's say that I am woring on a specific animation for a cyber-city adventure scene. The lighting will be in motion and more colorful than something made for a dungeon setting, so I set up the whole Anim file appropriately and save it in the path folder that I made for the Cyber-city adventure. Now I decide that I also wanted that animation (with hair simulation, etc.,) for another path - like an underworld scene set in a cave. I delete the colorful lights and the cyber-style costume. Go to the underworld path folder and load in the right costume and light rig, set the cameras, FX and background image to the right one and save this new version under the Anim folder within the Underworld folder.

    Now keep in mind that these are so far only talking about the actual characters, not the scenes. I store the scenes separately much in the same style of folder structures. 

     

    Here's how that works: 

    I open the character Anim scene first and make sure it's good to go for what I want to render. Then I go to the scene that I made the animation for and drag that into the same scene. Then I insert a Target Helper Object and place it in the scenery where I want to center that character at the first frame or frame zero and drag the whole scenery scene into that target helper object. Insert a fresh target helper and center it at floor level on the character - this is often at 0,0,0 since that's how I like to set things up, but sometimes it doesn't work out that way - no big deal as the workflow is the same. Now I align the target helper with the scene in it to the one centered on the character and rotate it to my liking until it works with my intended vision.

    Since I build lighting for my scenes and save that with my scene files, I'm almost always ready to render at this point but it's also not uncommon for me to want to add a bit of this and a touch of that.

     

    Anyway, working like this has a tendancy to build in those character dynamics you were talking about, because we really get to know these characters and how they behave - all of their mannerisms. Making custom mimic DMC or NLA clips can really take this to higher levels of individuality.

    Post edited by Dartanbeck on
  • DartanbeckDartanbeck Posts: 16,857

    I'm currently devoting all of my free time to animating and lighting, and then simulating and rendering while I'm away from the computer - which is most of the time.

     

    It's amazing how much I'm actually getting done this way!

  • HeadwaxHeadwax Posts: 8,458

    nice work Dart, holding the flag high , you do brilliant work - yes sad that not many contribute to the forum any more - 

Sign In or Register to comment.