I'd say a customised or self-generated; the breasts look impressive, and don't recall seeing the like on released characters.
I assume that every character is customized to a certain extent these days. I mean, what's the point of using something that looks exactly like the same product that everyone else is using? To me, it kind of defeats the entire point of DAZ in the first place, which is to create your own original vision.
I'd say a customised or self-generated; the breasts look impressive, and don't recall seeing the like on released characters.
I assume that every character is customized to a certain extent these days. I mean, what's the point of using something that looks exactly like the same product that everyone else is using? To me, it kind of defeats the entire point of DAZ in the first place, which is to create your own original vision.
To me, it kind of defeats the entire point of DAZ in the first place, which is to create your own original vision.
I'm always disappointed to see any of the art programs I use marred by this kind of "you're using it wrong" argument.
If there has to be a point to Daz, why does it have to be "create your own original vision" instead of "create what you want to"?
More than that, is Daz actually incapable of doing what these people want? Is there another program that we can genuinely recommend instead?
(For the record, my objection isn't because I feel personally attacked; most of my characters use so many morphs even I can't remember what they all are, and some of those are morphs I sculpted myself. However, I have been in communities I've seen torn apart by elitism - some of which was my own - about the right and wrong way to approach things.)
I'd say a customised or self-generated; the breasts look impressive, and don't recall seeing the like on released characters.
I assume that every character is customized to a certain extent these days. I mean, what's the point of using something that looks exactly like the same product that everyone else is using? To me, it kind of defeats the entire point of DAZ in the first place, which is to create your own original vision.
I have entirely too many characters in my library, and morph sets out the wazoo for all of the generations. I modify the characters I use in my renders maybe 30% of the time. For me, personally, the enjoyment I find is in putting the scene itself together, not in tweaking the character for ever and ever. When I use a character, I just go through my library until I find one has a look that feels right for the image I'm trying to create. Another way to look at it is that it's kind of like hiring a model for a photo shoot.
That's not to say I don't morph my own characters some, I've got several that I have done that with, one of which I'm very proud of. But the time I spend morphing up a new character is time I'm not spending putting the scene together. But that is how I personally create my own original vision. You create yours your way, which is different from mine. And that's awesome. It's one of the best things about art, of any type. There is no right and wrong way to do it, everyone has their own methods and styles.
To me, it kind of defeats the entire point of DAZ in the first place, which is to create your own original vision.
I'm always disappointed to see any of the art programs I use marred by this kind of "you're using it wrong" argument.
If there has to be a point to Daz, why does it have to be "create your own original vision" instead of "create what you want to"?
More than that, is Daz actually incapable of doing what these people want? Is there another program that we can genuinely recommend instead?
(For the record, my objection isn't because I feel personally attacked; most of my characters use so many morphs even I can't remember what they all are, and some of those are morphs I sculpted myself. However, I have been in communities I've seen torn apart by elitism - some of which was my own - about the right and wrong way to approach things.)
It's not 'elitism, it's using the assets to their full potential and being creative. If a user wants to click and load the default everything, environment, clothing textures, character, poses, etc and then hit render, they are basically showcasing the PAs creative skills, not their own. I would rather post an image and have other artists go "wow, great scene, wonder how they did that" rather than say "hey, it's Edward with Olympia wearing lilflames new out and Lindays hair inside Stonemasons new set" which would make all my effort null and void.
I am fine if that is what a user wants to do so no need to get defensive, but many times users, especially new ones don't know how to or how much to "think outside the box" and use PA assets to their advantage when creating a scene. I personally think it is beneficial to all to get users to think beyond click, load, and render.
Even though it spams the forums with users asking about characters and clothing in promos, I have mad respect for promo artists that do create unique characters and styles to showcase commercial products
I would rather post an image and have other artists go "wow, great scene, wonder how they did that"
"How did they do that" is alright, but what truly impresses me is "I never even thought of doing that".
I come into this from a wargaming/roleplaying background - when I need a new miniature for my latest character, I have the skill and experience to be able to create it completely from scratch if I want, sculpting it from epoxy putty and plastic strut. Being unique by being hard to copy is completely mundane to me.
To me, the true magic is those people who can look at piles of injection moulded plastic pieces from store-bought kits, but see new and different ways of putting them together that no-one else yet has; the results might be trivial to replicate, but in some ways that makes the uniqueness all the more impressive.
Same thing here - I'd rather see an original scene that uses the same old models than the same old scene acted out by original models. (Would both be better? Arguably, but I still repudiate the idea that art isn't worthwhile if the viewer can work out how it was done).
I'd say a customised or self-generated; the breasts look impressive, and don't recall seeing the like on released characters.
I assume that every character is customized to a certain extent these days. I mean, what's the point of using something that looks exactly like the same product that everyone else is using? To me, it kind of defeats the entire point of DAZ in the first place, which is to create your own original vision.
I have entirely too many characters in my library, and morph sets out the wazoo for all of the generations. I modify the characters I use in my renders maybe 30% of the time. For me, personally, the enjoyment I find is in putting the scene itself together, not in tweaking the character for ever and ever. When I use a character, I just go through my library until I find one has a look that feels right for the image I'm trying to create. Another way to look at it is that it's kind of like hiring a model for a photo shoot.
That's not to say I don't morph my own characters some, I've got several that I have done that with, one of which I'm very proud of. But the time I spend morphing up a new character is time I'm not spending putting the scene together. But that is how I personally create my own original vision. You create yours your way, which is different from mine. And that's awesome. It's one of the best things about art, of any type. There is no right and wrong way to do it, everyone has their own methods and styles.
just to be clear, when I said I assume everything to be modified, I was referring to people constantly searching for X-face or y-face that they saw in a promotional image. I've lost track of how many threads I've seen asking where someone can buy the characters that Joel Geckko, Zeddicus, Goldtassel and so many more use for their promos.when most of them will never be made commercially available, because they are hybrids of other products. So, my assumption when I see an image in a promo, is to assume that while the elements may be available commercially, they are most likely not going to be found exactly "as is" in any store. And when I said "it defeats the purpose of Daz in the first place", that wasn't meant to knock artists who do use products straight "out of the box" as it were, but rather, to point out that having a unique visual signature is a key element of being a sucessful commercial artist. Yes, one can acheive that unique look by other means, like custom postwork or camera effects, but when your goal for the image is to sell a 3D product, you're pretty much restricted to things that won't obsure the product being sold. (And, of course, if people keep posting "what was that character" every time you use your custom Girl X or Dude Y mix, it means that people keep coming back to look at your product and some of those will eventually buy, so it's a win win.)
All of which, in summary, means that it's often much easier to find the source of things used in promo illos if one breaks them down to their base elements and look for those, instead of something that looks exactly the same.
(sorry if that came off a bit long winded, but I'm mainly using speech to text at the moment as a result of breaking my dominant hand, and it's just too damn much effort to go back and edit into something shorter.)
Comments
She puts me in mind of Muosso, but not sure which one of theirs she might be
looks like the same character that artist uses a lot. Pretty sure that it's mostly https://www.daz3d.com/evelyn--lynn-hd-for-genesis-8-female
Only HM truly knows, LOL
I'd say a customised or self-generated; the breasts look impressive, and don't recall seeing the like on released characters.
We are in the minority unfortunately.
I'm always disappointed to see any of the art programs I use marred by this kind of "you're using it wrong" argument.
If there has to be a point to Daz, why does it have to be "create your own original vision" instead of "create what you want to"?
More than that, is Daz actually incapable of doing what these people want? Is there another program that we can genuinely recommend instead?
(For the record, my objection isn't because I feel personally attacked; most of my characters use so many morphs even I can't remember what they all are, and some of those are morphs I sculpted myself. However, I have been in communities I've seen torn apart by elitism - some of which was my own - about the right and wrong way to approach things.)
I have entirely too many characters in my library, and morph sets out the wazoo for all of the generations. I modify the characters I use in my renders maybe 30% of the time. For me, personally, the enjoyment I find is in putting the scene itself together, not in tweaking the character for ever and ever. When I use a character, I just go through my library until I find one has a look that feels right for the image I'm trying to create. Another way to look at it is that it's kind of like hiring a model for a photo shoot.
That's not to say I don't morph my own characters some, I've got several that I have done that with, one of which I'm very proud of. But the time I spend morphing up a new character is time I'm not spending putting the scene together. But that is how I personally create my own original vision. You create yours your way, which is different from mine. And that's awesome. It's one of the best things about art, of any type. There is no right and wrong way to do it, everyone has their own methods and styles.
It's not 'elitism, it's using the assets to their full potential and being creative. If a user wants to click and load the default everything, environment, clothing textures, character, poses, etc and then hit render, they are basically showcasing the PAs creative skills, not their own. I would rather post an image and have other artists go "wow, great scene, wonder how they did that" rather than say "hey, it's Edward with Olympia wearing lilflames new out and Lindays hair inside Stonemasons new set" which would make all my effort null and void.
I am fine if that is what a user wants to do so no need to get defensive, but many times users, especially new ones don't know how to or how much to "think outside the box" and use PA assets to their advantage when creating a scene. I personally think it is beneficial to all to get users to think beyond click, load, and render.
Even though it spams the forums with users asking about characters and clothing in promos, I have mad respect for promo artists that do create unique characters and styles to showcase commercial products
"How did they do that" is alright, but what truly impresses me is "I never even thought of doing that".
I come into this from a wargaming/roleplaying background - when I need a new miniature for my latest character, I have the skill and experience to be able to create it completely from scratch if I want, sculpting it from epoxy putty and plastic strut. Being unique by being hard to copy is completely mundane to me.
To me, the true magic is those people who can look at piles of injection moulded plastic pieces from store-bought kits, but see new and different ways of putting them together that no-one else yet has; the results might be trivial to replicate, but in some ways that makes the uniqueness all the more impressive.
Same thing here - I'd rather see an original scene that uses the same old models than the same old scene acted out by original models. (Would both be better? Arguably, but I still repudiate the idea that art isn't worthwhile if the viewer can work out how it was done).
Thank you Cybersox.
just to be clear, when I said I assume everything to be modified, I was referring to people constantly searching for X-face or y-face that they saw in a promotional image. I've lost track of how many threads I've seen asking where someone can buy the characters that Joel Geckko, Zeddicus, Goldtassel and so many more use for their promos.when most of them will never be made commercially available, because they are hybrids of other products. So, my assumption when I see an image in a promo, is to assume that while the elements may be available commercially, they are most likely not going to be found exactly "as is" in any store. And when I said "it defeats the purpose of Daz in the first place", that wasn't meant to knock artists who do use products straight "out of the box" as it were, but rather, to point out that having a unique visual signature is a key element of being a sucessful commercial artist. Yes, one can acheive that unique look by other means, like custom postwork or camera effects, but when your goal for the image is to sell a 3D product, you're pretty much restricted to things that won't obsure the product being sold. (And, of course, if people keep posting "what was that character" every time you use your custom Girl X or Dude Y mix, it means that people keep coming back to look at your product and some of those will eventually buy, so it's a win win.)
All of which, in summary, means that it's often much easier to find the source of things used in promo illos if one breaks them down to their base elements and look for those, instead of something that looks exactly the same.
(sorry if that came off a bit long winded, but I'm mainly using speech to text at the moment as a result of breaking my dominant hand, and it's just too damn much effort to go back and edit into something shorter.)
She reminds me of the emrys' girls
https://www.daz3d.com/emrys