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I am willing to wait my self, got a lot of flack ecouraging the VWD one initially and subsequently distanced myself completely, if Kendal comes up with a superior system I most certainly will grab it and maybe VWD for Carrara but in the meantime I just make do with Poser and iClone mostly and some Optitex, its all just doing my head in.
Woops, almost forgot to answer:
http://www.daz3d.com/antonia-hair
It's a very nice hair, and it has both 3DL and Iray materials.
Thank you sir
Now if they just made something that conforms the clothing at the outside of the elbows correctly (so the outside bend at the bone doesn't look like a shapeless bubble on every piece of clothing), that would be cool.
My latest fabio-esque dude: http://willbear.deviantart.com/art/Draping-dude-631313381
1. does the Bridge work with the free VWDClothAndHair Demo ?
2. there was a script a week or 2 ago that turned any fitted item into a dynamic, would that also work with this ?
Have you looked at MudBox (from Autodesk), its free if you are a student or use the student version, unlike ZBrush. Here is the quick way to make simple folds - Export just the item (showing just the shirt or clothing) in Daz, export as an .obj. Import this into MudBox, a very easy program to learn. Note the poly count in the lower right of the screen, Don't change it, don't make it higher by smoothing, just go into the sculpt brushes and add a few simple folds. All this does is bend the mesh, something I wish Daz would allow for Studio via poly or vertex, push and pull, as in Max or Maya. I gave up on Hexagon, it crashes all the time. Sculptris (free) will also work, so long as you don't increase the poly count (in Sculptris, don't use a high-poly brush, set it to minimum). Back to MudBox, what you are essentially doing is making a morph, very easy, and yes, you can distort faces and figures this way. Unfortunately, they need to be imported (or exported from Daz, at level 0, which means that sculpting on a face or figure leaves very rough areas because of the low poly count. Even if you up this, then drop it back down, it will still go back to low poly, which is too rough to really do much sculpting with. But for clothing... it works. Then save it as a new obj and bring up DS. Click on your base clothing, same as you exported, and bring in your morph via morph loader pro. If it says its successful, then you'll find the morph in the parameters tab, which you can adjust less or more. The whole process actually takes only a few minutes, once you feel comfortable with MudBox.
Another thing about the program, MudBox can color your texture maps directly on your model, then save out the map file and reload in DS in the diffuse channel. (Iray- goes in Geometry channel) This works much better than Photoshop and if you are creating new textures, like for landscapes, etc, it won't reset the UV's, like Sculptris does. I assume ZBrush resets them, as well. This means you can go in to MudBox and simply work with what Daz Studio gives you, not have to redo the UV's. You can, however, set this up now in Photoshop. You can also make some very cool landscapes from simple grayscale, if anyone wants to know how, just ask.
I will support your version of dynamic cloth, no doubt!
OMG, stop teasing Kendall, I might just faint from excitement!!!
Good tips there.
VWD is very specific about solving multi-layer issues, both welded and unwelded.
I've tried a case of tri on quad and it was fast enough. Speed is everything for me...
Other interesting finds: just deciphered the (very dense) manual further to find it's capable of selective subdivision too.
A quick test sim on mitsu hair
^
^
THIS! This is why VWD is so useful.