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I have recently noticed that the complete Blender for Dummies book is freely available at issuu.com - the same e-publisher that DAZ use for their magazine.
https://issuu.com/esc33/docs/blender_for_dummies_-_3rd_edition__
it can be done in Hex too but that's about all Hex does. Hex is ancient as far as software goes. It's overdue for an update that has yet to be seen despite the years of rumors to it's coming, and possibly the most unstable program I have ever used on any platform.
So while Blender is heavy on the keyboard commands it's also heavy on key features which Hex lacks.
Well you'll know where to find me for the rest of the day! Thanks!
If you use blender and you need to rig clothing the tools to rig in blender do not translate to DS at this time, nor does particle system (unless you bake your results)
For any modeling you should master modeling and UV mapping, if you can create a relaistic model even a passible model these two tools are invaluable.
https://issuu.com/esc33/docs/blender_for_dummies_-_3rd_edition__
Blender is great for preparing content for Daz, but as StratDragon said, you cannot rig or created finishd products for Daz in Blender. Fortunately Daz has some great tools for importing and finishing that content for you.
If you use key shapes in Blender, you can actually import models from Daz and create your own morphing system that is basically identical. I often use this to test and refine morphs that I propose to Daz3D. You can export morphs that are properly imported/exported as morphs for Genesis.
I wouldn't mind answering any questions (to the extent of my knowledge), but I a bit too busy to do one-on-one lessons.
Thx but does this tutorial focus on the animation side of the program soley? that's the impression I get.
You can also look here to get object from blender into DS the lazy way.
Just want to be clear that I'm not saying Blender is bad, or that nobody should use it, or anything.
What I AM saying is that some people who like Blender are being a little overly dismissive of certain concerns and the costs involved of using Blender.
Those costs may very well be totally reasonable for people, but they exist.
I've been poking at the 3D Coat demo. The UI is (IMO) much more inviting, but it's a lot to absorb, still.
So far I've been falling back on Carrara for a lot of modeling. It might not be as feature rich as some of those others, but if you can get it on sale, it's not bad. And I, at least, find the UI a lot more comprehensible.
Crap, I bought that book a few years ago and paid for shipping
still was too dumb to learn much from it though!
I'm curious as to what the costs are? Monetary investments needed after you begin using Blender or did you mean something else?
Time is money.
If Product A requires a month of training and tutorials before I start getting anything out of it, and Product B is somewhat sensible after playing with it for a day, and I make clear progress every time I use it, Product B has a lower cost/ROI in terms of time.
If Product A requires two weeks of training before I even find out if I like using it or it works into my style/flow, and Product B is obvious after a day, Product A is requiring an investment that Product B does not.
It's hard to measure, but it's not hard to see that there is some amount of money Product B could cost to be 'even' with Product A.
that's not a tutorial, it's a book, it covers what the application does, not solely on specific tasks. If you want tutorials there are hundreds if not thousands of tutorials out there that are a web search away.
I've been debating whether I want to do all that modeling in Blender or buy something like Marvelous Designer which would instantly become the most expensive piece of SW I own by far, if you don't add up the cost of all my DAZ content or Poser upgrades.
Even with Mavelous Designer though allot of the clothing I want to make will require a lot of work and has little interest outside the special use cases I want it for but it is interesting though.
On the gripping hand, one of the benefits of a free product is that you can dip your toe whenever you want, as much as you want. And if you learn over 5 years, well, hey.
For example, I'm probably going to poke at retopo using Blender. Maybe after I play with that a bit I play with some other specialty thing and in 3 years will be singing Blender's praises. We'll see. ;)
...which is why I love Hexagon and why I really wish some "development love" would come it's way to update it and fix the instabilities.
...especially those of us with who are dyslexic and have short term memory issues.
The latter is also why video tutorials do not work for me.
...if I am not correct, Stonemason uses 3DS.
...that is exactly what I don't want, I have enough other applications for surfacing, rigging, rendering, etc. I just need a good stable dedicated modeller with an intuitive UI and not bloated with a lot of other bells & whistles I'll rarely if ever use.
I've been experimenting with Carrara again (since I had already bought it a while back on sale).
I think the biggest limitation I see so far is no retopo. I end up with these nutty messy meshes. I've only started poking at it more seriously, so maybe I'm missing something, but I could really use some sort of 'smoothing' function.
However, if I can use Blender to do retopo, might do the trick.
(I've also been relying on UVMapper to fix wonky UV maps, too)
...my copy is packed away somewhere in a box in my storage unit. Didn't help me much either.
The other thing that makes me grind my teeth is that it's a key-heavy app that ... disregards standard practice of Windows.
Like, ctrl-X deletes in most apps. Doesn't in Blender.
ctrl-A to select all? Doesn't in Blender.
um, this has nothing to do with the thread, but...are you named after a piers anthony story character?
In what program is it Ctrl-X:
Firefox, IE, MS Word, Carrara, GIMP, Paint.net, Photoshop, Bryce, just off the top of my head.
One thing I still have not quite got my head around is the difference between modelling and sculting, both of which are available in Blender. Blender has sculpting tools similar to the brushes in ZBrush but these are separate from the modelling tools. I have Hexagon but can't/don't use it because the Mac version tends to crash every few minutes. But I believe hat Hexagon only has modelling tools? I also prefer to use the scultping tools in Blender. I can smooth and wrinkle and deform easily but I have not yet learned the modelling side so am not really familiar with what is possible.
Bear in mind that I use these tools for morphing, not modelling. I don't understand rigging yet either - another self-learning project that has been on hold for far too long. With morphs, I understand that no vertices may be added or deleted or even subdivided. Yet sometimes I think that smoothing seems to subdivide. That's what I don't get - how to add detail without destroying the mesh for DAZ Studio?
One last thing, on the subject of rigging - I've tried to follow the tutorials on YouTube and have a set of videos by Dreamlight but when I look at G3F, I see that the weight maps look nothing like the video. Genesis 3 seems to have a single weight map called General and previous figures had multiple regions which now appear in the Unused drop-down. So are all of the previous tutorials irrelevant now? Is there an updated version somewhere? All I want to do for now is add some handles to clothing because so many of the purchased items just can't be draped realistically.
I think I posted this in the wrong thread ... maybe it should have been this one? http://www.daz3d.com/forums/discussion/72428/can-you-create-decent-daz-scenes-buildings-settings-using-blender-alone#latest
Perhaps they should be merges as they are both covering the same ground.
Think of modelling a bit like using building blocks. You add a vert or groups of verts one at a time. With sculpting, its best to think of it as using clay - you push, pull, shape, smooth, add and remove as required.
Why do you lock the one with more information in it and leave the one with almost only partial duplicate Info....
In this case a Merge would be better....
I get that but the modelling tools also push, pull and shape, don't they? And adding or removing is not allowed for morphs. I'm just confused as to why the need for both.
The other question about weight maps in DAZ Studio is one I've asked before and nobody answered. Is it so new that nobody knows?