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What's more moe than thigh high loose socks?
Moe-girl's outfit modelling completed.
I think I'll do Cosplay Girl next.
Your using Blender to make your clothing? The draping on your pieces is really nice.
No. I'm using 3D Coat. I've tried to use Blender but the only thing I was ever able to get that software to do was move this weird target thingy around the screen.
HAHAHA... yup, I know what you mean about Blender. It's like putting your brain in a blender and hitting the "What ever" mixer button and hoping it comes out OK. I did some successful work in there at one point but I couldn't tell you how to do what I did again if my life depended on it. I'm more a ZBrush boy myself but do own 3D Coat and keep it up to date for that "one of these days" moments! I do like the updated UV mapping options. Very nice!
It amazes me that up until very recently 3D Coat was a one man operation. That's a pretty skillful bit of programming for a single person.
I think one of my really big turn offs from the beginning was that the main man is a very Christian sort. He had all these rules in place that was telling folks how they could use his software because of his belief system. I bought it anyways and I think he's not put those sorts of limitations on the software any more but in the beginning it was kinda scary thinking that he could revoke my license if I used it to create stuff he didn't approve of.
There was also allot of instability in the first few versions. That's all worked out now so I can actually load up Genesis without my system coming to a crawl (and yea, I did have enough RAM and a good processor (hey I run ZBrush with no issues) but for some reason I'd hit all sorts of walls with 3D Coat back then. But yea, now it's fine.
I find that if my free RAM gets below 2 gig the software becomes unstable so I also make sure I use the low rez proxy for layers once they're completed to save memory.
The autopo in the newest version does not like to be told what to do. You have to use guide strokes very minimally or it gets confused and makes a garbage mesh. I hear the next big update will be improved vertex modelling in the retopo room which would be nice. I'm always sending my meshes back and forth between 3D Coat and Hexagon because I don't like the vertex modelling in 3D coat.
Here is a render test of a new short film I'm working on... :)
Neat texture map on the zombie.
I'm teaching myself to rig. I tend not to do well with a lot of tutorials, as they always seemed to be geared towards a final project that I'm less than interested in, and as such I stop halfway through. So, instead, I decided to throw myself to the wolves and see what happened.
The stays are actually older, and will eventually have ties and straps. They're the first clothing I've modeled that didn't utilize Blender's cloth draping tools. I'm quite proud of it's topology, as it is quite low poly, and has the seam lines as meshed in detail.
The skirt is a much simpler mesh, a barely edited cylinder in fact, all the detail was done via sculpting using Blender's multires modifier I even baked a displacement map for extra detail (which took me a while, Blender was finicky). I definitely need to spend more time on the sculpt (I was aiming for baroque painting-like satin skirt), but, as the shape is imported as a morph, it will be easy enough to refine later.
The skirt is where I worked on my rigging as the Transfer utility tends to mangle skirts, particularly large ones currently there is one bone controlling the skirt, but I am planning on adding more. I edited its weight maps and am now vaguely comfortable doing it. It was definitely more straightforward then I thought it would be.
Neatest thing I learned is that, despite the name, rigidity groups are absolutely awesome for large skirts. I was getting horrible ugly lumps from the generated morphs. Rigidity Groups can be used to make parts of the object unaffected by morphs. Since most of the skirt is so wide no morph will ever reach it, I masked off most of the skirt and got rid of all the terrible bumps.
The one sad thing I realized in retrospect, is that the skirt could've really benefited from handles, especially as I plan to add more bones. Ahh well.
The three attached renders are the outfit on base gen2 in blender with nice materials, and a posed setup in DS with materials I am less fond of (also featuring my Disney princess face morph)
Very nice Kamion...
Here's a morph I've made for Dusk
He's a real cutey pie Pen! I love working with Dusk!
Working on the Cosplay Girl outfit. Mostly just have the boots left to finish. Then I think I'll do Kiki next.
Completed the modelling. Now I just need to work on the rigging a bit.
Finished cosplay girl.
I'm impressed with everyone's work here. Checking back from time to time reminds me of how much I need to learn. :)
Crossposted on this thread where similar items are posted for release, but I've been working, albeit slowly, on some more Lady Gaga costumes. The dress on the left is a simple model, relying heavily on a displacement map for all those details. I can't say I've ever acquired the knowledge or resources to properly rig this, but considering it's supposed to be metal, I wonder if I could get away with releasing it as a static object. On the line of my usual work, the suit on the left is a texture/trans map for Joequick's V4 suit with separate shoulder pads added in.
Those look awesome!
Got HairShop and made a hair. But I didn't like the hair on its own so I'm making an outfit to go with it.
Bit of a crosspost, but this is what I am working on, though my skills are a little rusty since I have been without a graphics comp for over a year and I wasn't as fast as Ghastly to start with.
This is just the exterior for now and will need to learn to rig doors, no idea if I can get a functional interior together.
Decided the outfit needs a hat.
There we go, that should do it. Now to start UVing and rigging. %-P
First outfit I made inspired by a hairdo.
I'm a bit of a 3D noob.
I have been working on a set of batman props.
So far I have a Batcowl and Batbadge?
Fins for his gloves and a Baterrang.
Next up a cape but it ain't going to well.
Here is what i have so far.
Felt it still needed something so I whipped up some punky gloves.
Made some morphs to fit the hat to the hair too.
Now to rig and texture map.
Getting the belt buckles to not deform when the torso moved was quite a challenge.
Starting work on the texture maps now.
I have only gotten as far as modeling the stairs but my big project is to make a rendition of one of my favorite Maxfield Parrish paintings...
Aaaaaand finished.
Will be up on ShareCG shortly.
Continuing work on that Chain Chomp inspired figure I started last year then forgot about. Finished the modelling, now working on the rigging.
Everything but the right arm and mouth rigged.
SooOOOoon.