Hi, checked out the 1st few minute and a half of your video. Can tell right away this is a thought-out technical how do. Am sorry didn't look more, but know it will get me distracted from other to do things if I dig into your video now. Will bookmark for the future when am working again with this type of 3D stuff. Really appreciate seeing quality workflows. Maybe by then will be lucky and the female version will be done. But this will work just fine too.
Really feels fitting now that you put all this in your own thread. Just alone your setup for texture artists would be helpful.
Thanks everyone for your kind comments! I hope you find ITF Dev Kit useful. I still plan to do a video tutorial on my workflow for using displacement maps with Iray, but it won't be for a little while. The Australian winter hasn't been to kind to me, so I'll make the tutorial after my cold passes. With the video above I spent more time editing out my sniffling and coughing than I did recording it in the first place That's why there are awkward pauses in the video; next one will be better!
I'm waiting for a G8F version but yes I saw your thread the other day and was very interested in what you offered.
To everyone else, I am probably repeating something somene else said but my eyes are bad and could not read the whole thread. Long ago I caught onto the fact that taking bump maps and putting them in the dispalcement section gave better results with textures. I used this method for clothes, not skin and I didn't know much back then about textures, displacement, bumps or normals...it was over ten years ago and just discovered Daz and I learned through trial and error what all those sliders do and how much to move them.
Now normal maps can't be used for anything other then normal maps, but those bump and displacement maps are easily interchangeable to get better results. Whether or not that is more helpful to you, I don't know, but creating those maps is also not hard, it's just a matter of using greyscale and contrast in a 2D program. There is also the fact that it depends on how you adjust the amount of bump and displacement, since I noticed over the years it's usually very low and I have to raise it.
None of that is useful with it comes to iray, but I don't use it so don't bother with it. I never liked the idea of something simple made complicated and that's all iray means to me. Though I do not argue against the results of how good things look with iray, I also know those looks can be accomplished by other means that don't rely on spending hundreds if not thousands of dollars for a graphics card.
I have been playing in my head with the idea of using a geoshell as a second skin, it using pores as the underskin uses wrinkles. When you think about it, skin is multiple layers, with that in mind, could not a geoshell help better to accomplish your goals. The answer is still locked in my head and I'm slow on the uptake, so I mention it here in case someone catches what my brain is tring to say and runs with it. Just don't make it iray dependent.
I asked a Blender user on youtube about a tutorial for using the progam to get more details on models. He is very popular so might miss my post, will keep watch in case he catches it and maybe make a video about that question.
I use a combination of 4K displacement, normal and bump maps on my characters because I don’t sell through the Daz store and so also don't have access to the HD tools. Displacement can provide decent results when applied correctly. I use Mudbox for sculpting, and it took a large amount of trial and error to get full body displacements working correctly without seams. The materials have been tweaked in all the example renders in my post to exaggerate the details and make it easier to see. Click the attached files for larger images:
When Daz Studio 4.11 was released, I had to go back and rework my displacement maps because something changed with how Iray was handling the files. I'm not sure if it’s a bug with Daz Studio, iRay or Mudbox but I ended up settling on my current workflow: Bake 32-bit .EXR displacement files from Mudbox, open in Photoshop with the free Exr-IO plugin (https://www.exr-io.com/) and re-save as a 32-bit .EXR file using the plugin.
Iray doesn’t handle displacement as well as other render engines. You need to provide a heavily subdivided mesh to give enough polygons for the displacement details to show up. This is why I still also use normal maps and bumps maps alongside my displacement maps. But any time you’re using displacement it will be pretty resource heavy to render.
The displacement map was baked from my high resolution Mudbox sculpt. This provides general surface displacement including moles, scars, pores etc but it is still pretty soft. You could increase the SubDivision Level of the character and increase the SubD Displacement Level of the material if you want to use only displacement, but I find that too resource heavy.
So then I also bake a normal map from my high resolution Mudbox sculpt. This helps to add some crisper details to the character without the heavy render times.
The bump map was manually created from the diffuse map in Photoshop. When applied, this helps to blend the details in from the high resolution sculpt with the details visible in the diffuse map.
When rendered all together with subsurface scattering, you can get pretty crisp results (details exaggerated for clarity)
The benefit of using all three maps in a combination is that you have much more control for tweaking each level of detail in Daz Studio. For example, you can dial in each map so it looks exactly how you want in different environments and lighting conditions. Or you could use maps from one character on another to add additional details when needed. Even blending between maps in Photoshop to combine features from different characters.
I have plans to do some video tutorials on parts of my workflow, though that is currently hampered by a lack of time. But do yourself a favour and get to know the basics of an image editing application such as Photoshop if you don’t already. It will open up a ton of possibilities for creating your own characters or modifying others.
(Forum software forces width to 800, height remains same, elongating images with a wider dimension. Unfortunately, it looks like the dimensions were unlocked and I didn't notice before saving.)
Thanks for explaining in detail, just want to know the lighting rig and process to get the same result as in these images. Thanks
Comments
ITF Dev Kit for Genesis 8 Male is now available for free: https://www.daz3d.com/forums/discussion/340601/itf-character-dev-kit-for-g8m
Watch the Youtube video for an overview of all the tools:
Wow, this is super useful!!! So generous of you for sharing. Thank you very, very much. Really appreciate it.
Martha E.
Thank you so much, Daniel! This looks super helpful! It's very generous of you to share this with us! :)
Hi, checked out the 1st few minute and a half of your video. Can tell right away this is a thought-out technical how do. Am sorry didn't look more, but know it will get me distracted from other to do things if I dig into your video now. Will bookmark for the future when am working again with this type of 3D stuff. Really appreciate seeing quality workflows. Maybe by then will be lucky and the female version will be done. But this will work just fine too.
Really feels fitting now that you put all this in your own thread. Just alone your setup for texture artists would be helpful.
Anyhow, just wanted to add my thank you as well!

Thanks everyone for your kind comments! I hope you find ITF Dev Kit useful. I still plan to do a video tutorial on my workflow for using displacement maps with Iray, but it won't be for a little while. The Australian winter hasn't been to kind to me, so I'll make the tutorial after my cold passes. With the video above I spent more time editing out my sniffling and coughing than I did recording it in the first place
That's why there are awkward pauses in the video; next one will be better!
I'm waiting for a G8F version but yes I saw your thread the other day and was very interested in what you offered.
To everyone else, I am probably repeating something somene else said but my eyes are bad and could not read the whole thread. Long ago I caught onto the fact that taking bump maps and putting them in the dispalcement section gave better results with textures. I used this method for clothes, not skin and I didn't know much back then about textures, displacement, bumps or normals...it was over ten years ago and just discovered Daz and I learned through trial and error what all those sliders do and how much to move them.
Now normal maps can't be used for anything other then normal maps, but those bump and displacement maps are easily interchangeable to get better results. Whether or not that is more helpful to you, I don't know, but creating those maps is also not hard, it's just a matter of using greyscale and contrast in a 2D program. There is also the fact that it depends on how you adjust the amount of bump and displacement, since I noticed over the years it's usually very low and I have to raise it.
None of that is useful with it comes to iray, but I don't use it so don't bother with it. I never liked the idea of something simple made complicated and that's all iray means to me. Though I do not argue against the results of how good things look with iray, I also know those looks can be accomplished by other means that don't rely on spending hundreds if not thousands of dollars for a graphics card.
I have been playing in my head with the idea of using a geoshell as a second skin, it using pores as the underskin uses wrinkles. When you think about it, skin is multiple layers, with that in mind, could not a geoshell help better to accomplish your goals. The answer is still locked in my head and I'm slow on the uptake, so I mention it here in case someone catches what my brain is tring to say and runs with it. Just don't make it iray dependent.
I asked a Blender user on youtube about a tutorial for using the progam to get more details on models. He is very popular so might miss my post, will keep watch in case he catches it and maybe make a video about that question.
Thanks for explaining in detail, just want to know the lighting rig and process to get the same result as in these images. Thanks
@InTheFlesh can you please create a tutorial on how to have such great skin details please?