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© 2026 Daz Productions Inc. All Rights Reserved.
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Thank you very much for the compliment.... I really appreciate it.
I’ll be happy to pass it on to the other friends who are working with me on the Hexagon project.
At the moment, another person and I are working on the VR gallery. This project is currently our top priority, as we have already received several inquiries about it.
By now, I almost always carry a small notebook with me when working on Hexagon to jot down quick ideas. Especially during the design and construction process, many thoughts come up that I would otherwise forget quite easily.
Today, I also finished building a projector that will later display videos and instructions onto a glass panel. I’ll show it to you later.
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When everything is completed, renderings and 360 degree images will be created. These will be published on the website along with additional background information.
Once everything has been reviewed and approved, the final step will follow. Using another software solution, it will be possible to move through the building and interact within the environment.
The entire concept is designed to allow very fast content changes that can be adapted to specific themes.
You are warmly invited to be part of the process, and you are welcome to share any wishes or ideas at any time.
The Infopoint is complete and fully installed. It showcases the exhibitions as well as the themes of the VR exhibition.
Later, visitors will be able to click on the graphics to enlarge them and browse through them comfortably.
For each topic, suitable audio and video material will be provided.
In addition, a suitable mounting for the board will be produced at short notice. It will then be installed in the entrance area.
AI clones will be used for this purpose.
(However, this is not my department; it is handled by someone else.)
INFO_ https://www.youtube.com/shorts/Po2nJRiWIVw
Wow that turned out great. Have you thought about selling your assets at Daz store? I think the work you have shown has been stellar and would get a lot of artists interested in creating scenes with your gadgets and architectural designs.
Thank you, Tugpsx. I have pushed this idea a bit to the back for quite some time and focused mainly on my work. Maybe I will offer it in the near future.
But now, let’s move on: ^^
For the gallery, I will need a robot that stands by the visitors and provides them with the necessary information – a small helpful companion, so to speak.
I have already completed one foot and the chassis; however, I made a conceptual mistake along the way.
Three feet require three pivot points, which means the core has to be divided into discs or segments.
There are plenty of templates available online, but I deliberately chose a slightly different approach.
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In addition, topics are already being prepared for a VR exhibition, supported by concept templates that define the main focal points
https://bruder-aural.com/001-00_-thema_-albinismus.html
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Please find attached a few images showing the current status of the gallery.
Update _ Version I
Don’t worry, it will be scaled to the correct size. If it were standing at this size in the museum around the corner, I’d feel quite uncomfortable.
Concept Design Draft – ARES-T4 “Sentinel”
The ARES-T4 “Sentinel” is a near-future autonomous ground sentinel designed to project continuous presence rather than human-like interaction. Its armless, cylindrical architecture prioritizes durability, low maintenance, and survivability, eliminating vulnerable manipulators in favor of a hardened core and adaptive mobility base. Standing 3.4 meters tall, the platform functions as a mobile watchtower, combining multispectral sensors, AI-driven threat assessment, and long-endurance hybrid power. The Sentinel is envisioned as a force-multiplier for area control, reconnaissance, and infrastructure protection in environments too dangerous or costly for sustained human deployment.
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The ARES-T4 Sentinel stands 3.4 meters tall, weighs approximately 1,200 kg, and employs an adaptive multi-leg support system capable of speeds of up to 18 km/h, combined with AI-assisted, mission-bound autonomy.
A hybrid propulsion system enables up to 72 hours of active operation and up to 14 days in standby mode.
Its sensor suite includes multispectral optics, LiDAR, radar, acoustic combat detection, CBRN sensors, and real-time threat analysis with integrated rule-based and ethical modules.
Composite armor, EM and cyber hardening, and self-diagnostics make it ideally suited for area security, reconnaissance, protection of critical infrastructure, operations in contaminated zones, and swarm deployment.
Own models
Twinmotion 2023.2.3
1 x Bearbeitung _ Rendering + KI + PS
Wow! very impressive with full detailed workup. At first i thought it was going to be a visitor station in the gallery and was going to comment on its size relation, but after reading it intended purpose one can see why its that size. The field image is interesting and implies that it ha a defense mechanism that is very lethal. The ragged observer dispells that theory that it attacks, but highlite that it mostly defends.
awesome job as usual. thanks for sharing your artwork. I see you are using Twinmotion now for some renders.Great to get some detail on your render settings.
Thank you, Tugpsx.
You have identified this completely correctly. Its AI “ethics” are not based on moral awareness but on predefined security rules. An so-called ethics module merely ensures that actions remain within clearly defined legal and safety boundaries. This is comparable to automated safety protocols, not to genuine moral reasoning. The system only distinguishes between threat and non-threat, not between good and evil.
How I arrived at this concept:
I often think about what wars might look like in the near future. From a European perspective, the situation in Ukraine is deeply concerning. At the same time, tensions between China and Taiwan are continuing to escalate, and it increasingly feels like it is only a matter of time before an armed conflict breaks out there as well. Such a war would have severe consequences for the global economy.
If I may offer some advice: invest in memory and additional hardware. These components are likely to become scarce and rise sharply in price. We made such purchases back in June, when major chip manufacturers began converting large parts of their production lines to AI-focused technologies. This shift is a key factor behind the growing shortage of working memory.
For sure using 128GB with studio will make things a lot better than 64GB. There is still an issue with Studio and 50x series GPU.
An issue? DS 4 will never be able to use 50x0 cards, DS 2025 already can (but doesn't yet have plug-ins other than those developed in-house by Daz as the SDK is not ready).
I’m working with 64 GB of DDR5, and it’s absolutely sufficient for me. This is just a small note, but there are still many people working with 16 GB or 32 GB. For them, it might be a good idea to buy more memory while it’s still inexpensive. If the conflict between China and Taiwan escalates, these RAM modules could become unaffordable.
INFO Hexagon
Hexagon often runs better on a few fast cores than on many slower ones.
The software is heavily single-core dependent and doesn’t efficiently use all cores.
Modern CPUs with 20 cores often have lower per-core clock speeds, reducing performance per core.
Additional threading and cache overhead with many cores can further slow it down.
As a result, older systems with 4–8 fast cores sometimes achieve better performance.
We installed Hexagon on five different systems, including older 4-core machines and modern 20-core systems. We observed no noticeable difference in performance between the older and newer systems.
CERBERUS-III
DER RING – ERWEITERTE FUNKTION
Bauteil: Puls-Laser-Resonanzring
Zusatzsystem: Flüssigstickstoff-Direktkühlung
Status: Kritisch / nicht redundant ersetzbar
Warum der Ring gekühlt werden muss
Der Resonanzring ist kein passives Zielmodul.
Er ist ein hochbelastetes Impulsbauteil, das bei jeder Zielerfassung und jedem Puls:
Dabei entsteht nicht primär Hitze durch den Schuss,
sondern durch die Vorbereitung des Schusses.
Ein interner Vermerk formuliert es so:
„Der Laser zerstört das Ziel.
Der Ring überlebt den Laser.“
Ohne aktive Kühlung würde der Ring:
Das ist in Tests mehrfach passiert.
Die Ergebnisse wurden vollständig geschwärzt.
________________________________________________________________________________________ Inspiration und Vorbild
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INFO: https://www.bruder-aural.com/000-00_-thema_-cerberus-iii.html
CERBERUS-III has been completed, and the unit is now receiving air support.
Technical Specifications:
The drone is equipped with stealth technology.
Rotating blades are not visible, as they would represent a potential vulnerability. They are instead concealed behind a shroud featuring air intakes on both the left and right sides.
The turbine is centrally located and features two variable exhaust outlets, allowing precise directional thrust control.
UCAV-X “Specter” – The Next Evolution of Unmanned Air Combat Systems
The development of the UCAV-X Specter continues to progress with determination. The visibly integrated vertical thrust nozzles highlight the platform’s innovative design approach and enable entirely new mission profiles through vertical takeoff and landing (VTOL) capability.
Die ersten Tests sind fertig und das Konzept wurde nochmals flacher gestaltet, Flügel wurden angepasst.
Blended Wing Body (BWB)- maximiert die Auftriebserzeugung über die gesamte Oberfläche und reduziert den Luftwiderstand.
Ähnlich nutzen auch Motten ihre Flügelform für einen effizienten Flug.
Ansicht von hinten, beide Lufteinlässe sind rechts und links gut zu erkennen.
Very elegant and Super Awesome!!!
Very Nice work, Nova!
Thank you very much for your kind comments!
More photos will be coming soon, along with insights into the technical applications and exciting stories surrounding the use of this drone.
See you soon, and enjoy the rest of your weekend!
The external maintenance base is staffed with a minimum of four technicians and is responsible for carrying out all maintenance activities.
Die externe Wartungsbasis ist mit mindestens vier Technikern besetzt und ist für die Durchführung sämtlicher Wartungsarbeiten zuständig.
Thank you! You too!
Also, I love these wireframe shots just as much! You've got some awesome skills!
...and the write-ups are fun too! :)
Thank you!
Here we see the maintenance base with a new auxiliary building that houses the hydrogen tank. This supplies the drones with the necessary fuel for their turbines.
In the next version, the platforms will be lowered into the ground by large hydraulic systems using their columns/pistons. The actual hangar is located below.
Information: Hydrogen has approximately three times the energy density per kilogram compared to kerosene.
Perfect!
Thanks Dartanbeck ...
Before moving on to Unreal Engine, I usually use Lumion to create preliminary sketches, as it allows me to get a quick sense of the project.
Brilliant modeling as always, Nova. Love the renders too.
Thank you for your kind comment.
Highly advanced satellite-based antenna unit (ring/gimbal design)
1. Overview and intended use
The antenna shown is designed as a highly precise, mechanically stabilized satellite antenna, typically used for:
Satellite communications (SATCOM),
Tracking of LEO / MEO / GEO satellites,
Military or scientific ground stations.
2.1 Ring-based gimbal system (multi-gimbal design)
The key feature is the multiple nested ring construction, comparable to a gimbal suspension:
Outer ring
Serves as the load-bearing structure
Enables azimuth movement (rotation around the vertical axis)
High stiffness to withstand wind loads and acceleration forces
Inner ring / secondary ring
Enables elevation movement
Mechanically decoupled from the outer ring
Reduces cross-coupling between the axes
This design allows continuous, smooth tracking without dead zones, which is essential for tracking fast-moving LEO satellites.
Wow. <tries to pick jaw back up off the floor>
Also, I just decided to have a look at what the heck Lumion is. Very cool. Not sure how it works or anything because it almost seems like folks should know that before approaching their site, but it looks awe-inspiring!
I guess you can tell by that comment that I'm nowhere near the architech type. But that's okay. There's a place for character animators in this world too, right?! :)
Drives me crazy looking at these nice, clean architectural designs and model builds that you're doing. It doesn't surprize me in the slightest that you can do this in Hexagon. I don't model very often other than just simple things like making my own morphs for existing content. Before Mesh Grabber and then now Geometry Sculptor in Daz Studio, I would either use the Hex bridge (after getting into Studio) or Carrara (before coming to Studio from Carrara) and I tend to like this sort of interface. Again... not modeling on a daily basis or anything.
I was starting to barely get into 3D modeling before knowing about Daz 3D, but only because a team leader wanted me to be able to unwrap UVs, since I loved creating their custom textures. I sculpted stone, so the idea of starting with a wireframe cube just never appealed to me. He bought me Poser 5 because I was taking our 3D assets, posing them, and rendering our promo imagery in (then Discreet) 3DS Max. That drove me nuts! All I wanted to do since then is to animate. I found Carrara about a year before Daz 3D acquired it and that's where I remained until the Daz 3D Vendor, Linday, created this amazing Long Curly Hair with dForce - which was perfect for my main (and often only) character. That was enough to get me to try animating in the software that we were all taught was the last thing to use for animating.
Knowing the PA tools within Studio, I created my own system directly onto any Genesis base figure that took animation in Daz Studio from an impossibility to my favorite animation experience to date! So now I'm addicted!!!
Oh... oops.
I meant to stop at the Carrara part and mention that I was having fun UV mapping in Carrara - as cludgy as it felt - and was wondering if you do UV Mapping in Hexagon and, if so... how do you like it?
I still haven't figured out how to access that side of Hexagon but, since Eovia was designing Hexagon after Carrara was already capable of Vertex modeling, and that it was meant to be an improvement, I just have a feeling that UV Mapping has been improved as well - if even just a little.
It's been forever and a day already since I've done anything with that aside from a simple preset application done a few days ago for a friend.
Still. I'm no modeler, but I can get by. But I absolutely Love good, clean geometry when I see it! You make good, clean (and beautiful) geometry! I bet it's a Blast to texture!!!
Thank you very much for your kind and thoughtful words. I truly appreciate the praise. It is especially nice to read such a personal message and to learn something about your own background and experiences. I am always interested in the work of others, and I really enjoy exchanging perspectives with people who are passionate about their craft.
You are absolutely right that texturing and animation are disciplines of their own. I have to admit that, due to time constraints, I have only looked into these areas to a limited extent so far. Still, I am very aware of how important clean modeling is for everything that comes afterward. A solid, well organized mesh is essential for proper texturing and animation. Edges should not intersect, geometry should not be stretched unnecessarily, and the topology needs to remain clean and efficient.
All of my models are carefully structured, grouped, and clearly named. This makes later work much easier, especially when texturing in Lumion or Twinmotion. I actually do all of my texturing directly inside the renderer. The advantage of this workflow is that I can see the overall result immediately, make changes at any time, and stay very flexible. For that reason, my models are always imported into Lumion, Twinmotion, or Octane without any textures. The entire material setup is done there.
I live in a shared apartment, and we also have access to Adobe Substance 3D Painter. Unfortunately, I have not had the time to work with it yet, mainly because I have not needed it for my workflow so far. My main focus is on keeping my models as resource efficient as possible. Most of them are between 2 and 10 MB in size, even when they are quite complex. This is important because we often combine 30 to 50 models in a single scene, and performance still needs to remain stable. I regularly test my models on different PCs with varying levels of hardware performance to make sure everything runs smoothly.
Hexagon is a wonderful tool for me. Of course, if it had more features, the models could probably be even more refined. But working within its limitations is also what makes it interesting. It is a challenge to rely on this tool alone and still achieve clean, high quality results.
I used to enjoy drawing mandalas, until I discovered Hexagon. Now modeling in Hexagon has become a form of relaxation for me. It helps me clear my mind, forget about stress, and fully focus on the creative process.
Fantastic! What a cool workflow! Interesting!
I feel the same way about my newfound methods of animating in Daz Studio. Rock On and Stay Creative!!! :)