May 2026 - Daz 3D New User Challenge - Using Props and Push Modifiers/Deformers

LeanaLeana Posts: 13,270

New User's Challenge - May 2026

Sponsored by DAZ 3D

Are you new to the 3D World? Are you at the beginning stages of learning 3D rendering? Have you been around for a little bit but feel you could benefit from some feedback or instruction? Have you been around awhile and would like to help other members start their creative journey? Well then come and join the fun as we host our newest render challenge!

As with the previous months, we are breaking down each month into 2 different challenges. A Beginner Challenge and then also an Intermediate Challenge.
So which "Challenge" should you choose?

Follow the Beginner Challenge if you are:

  • New to the New User Challenges
  • New to Daz Studio
  • Newer to 3D Rendering in General
  • Or if you have not participated in the May Action / Using Props challenge

Follow the Intermediate Challenge if you have:

  • Participated in the New User Challenge for awhile
  • Know the basics of Daz Studio and would like to learn more in depth topics
  • Been using 3D Rendering Applications for awhile and feel comfortable with learning Intermediate Topics
  • Or if you have already participated in the May Action / Using Props Challenge

*Please be sure to list in your post which Challenge you are participating in*

Closing date for both is May 31st 2026

For a list of the current challenge rules, please see this thread: Challenge Rules

They apply for both versions of the challenge

Post edited by Richard Haseltine on

Comments

  • LeanaLeana Posts: 13,270

    Beginner Challenge:
    "Action / Using Props"

    This month's focus will be action with an emphasis on interaction with props. Your characters' actions, or the props they are using or interacting with, should be a major aspect of your image. As always, posing techniques, composition, and lighting will be important considerations as well.



    Some Inspiration:
    Digital Art Action Scenes
    Human Action Poses
    Action Photography
    The Fundamentals of Action Photography
    The Best Sports Photos of 2016
     



    While we encourage you to create your own poses from scratch for this contest, many of the pose sets available in the store can offer some great inspiration on how to use props in active situations!
     



    To fit the theme of "Action & Props," your render could depict anything from a melee to a barbecue, or from a pop concert to a masquerade ball, or even a bar room brawl. The key points are that it must include some sort of dynamic movement or activity, and that it must involve interaction between figures and props (tools, weapons, or any sort of objects being manipulated).
     


    Tutorials
    How To Create A Smart Prop in Daz Studio
    Posing tools overview
    Dealing with accessories
    Daz 101: Posing
    Pinning, Posing and the Active Pose Tool
    Daz Studio Animation Tutorial: Step by Step

  • LeanaLeana Posts: 13,270

    Intermediate Challenge:
    "Using Modifiers and Deformers"

    This is a general render challenge with the focus on using Modifiers and/or Deformers within your action scene. We are providing you with some links on the topics from a variety of sources. Utilizinging modifiers and deformers well can add that extra touch of realism to help create a dynamic looking and fluid scene. It is a fundamental skill for those wishing to show movement, customize items to better suit the use within a scene, or to fix issues such as pokethrough.

    *If participating in the Intermediate Challenge, please be sure to list what item(s) within your scene you have modified/deformed*



    General Information:

    Push Modifier / Push Modifier Weight Node

    Smoothing Modifier (Also covers deformers)

    Deformers


    Generally, push modifiers, smoothing modifiers, and deformers can all be used to manipulate existing geometry to change it's shaping. You could use a Push Modifier to make Genesis 8 pregnant or to make a dent in an object. You could use the smoothing modifier to show a face smooshing up from a punch (like a freeze frame of the hit) or to show pressure on a matress or couch. You can use a deformer to change the shape of a character, to change the shape or damage a prop, or to fix pokethrough or issues between items. There is an unlimited amount of things that can be done with the 3 and a lot of advanced topics to using the 3 as well but hopefully this will give you a better basic understanding of how to add them and how they can be used.

     


    Handy Products to Use to help with using the Modifiers or Deformers :

    Mesh Grabber Bundle by ManFriday or the Geometry Sculptor Premier plugin
    InstaEdit by Callidus Simia
    Ghost Dynamics by KindredArts

  • LeanaLeana Posts: 13,270

    Prior "Action / Using Props" and "Modifiers and Deformers" Challenges for inspiration:

    May, 2025

    May, 2024

    May, 2023

    May, 2022

    May, 2021

    May, 2020

    May, 2019

    May, 2018

    May, 2017

    May, 2016



    I will be checking in as will the rest of the Community Volunteers to try and help with anything you all may need.

  • garrett_3dgarrett_3d Posts: 440

    OK, I think I've understood the challenge for beginner this month. I've put a render together but I'm not happy with the posing just yet so I'll add it shortly once I've fixed that.

  • garrett_3dgarrett_3d Posts: 440
    edited May 12

    OK, I give you Gumshoe Rescue.

    Beginner.

    A little synopsis should hopefully explain the action element of the image:

    "Audrey used to be a singer in a speakeasy until she was spotted by Consigliere Joe Castellino. With his natural charm and vivacity, he persuaded Audrey that she was too good for the club and she began to work for him. Little did she know that the world she entered was one of drugs and prostitution, a world where she would be used and abused on a daily basis.

    She eventually took her chance and escaped, turning to her high school sweetheart, Detective Gus Lorenzo. Quite by chance she is spotted on the street by Capo Oscar "The Tank" Zappa. Detective Lorenzo arrives, calmly smoking a Marlboro, just in time for the inevitable standoff...."

    2605 Gumshoe Rescue WM.jpg
    3840 x 2160 - 3M
    Post edited by garrett_3d on
  • Shinji Ikari 9thShinji Ikari 9th Posts: 1,216

    Dug out some older items for this idea I started on here.  It may not be to obvious, but my character is using a arm mounted computer kind of like a pip-boy from Fallout deturmaning where to go to restore power (hence the reduced lighting in the room).  Main lighting on the character is the glow from said prop.

    may2026a.jpg
    451 x 731 - 224K
  • LeanaLeana Posts: 13,270

    garrett_3d said:

    OK, I give you Gumshoe Rescue.

    Beginner.

    A little synopsis should hopefully explain the action element of the image:

    "Audrey used to be a singer in a speakeasy until she was spotted by Consigliere Joe Castellino. With his natural charm and vivacity, he persuaded Audrey that she was too good for the club and she began to work for him. Little did she know that the world she entered was one of drugs and prostitution, a world where she would be used and abused on a daily basis.

    She eventually took her chance and escaped, turning to her high school sweetheart, Detective Gus Lorenzo. Quite by chance she is spotted on the street by Capo Oscar "The Tank" Zappa. Detective Lorenzo arrives, calmly smoking a Marlboro, just in time for the inevitable standoff...."

    Nice picture, looks like an old gangster movie.

    The part of the scene with the kidnapping is a bit dark due to mostly been backlit, so you don't see the figures that well. It's not necessarily a bad thing, but maybe having a bit of light in front would make it clearer (maybe adding a lighed sign to the other shop?). The pose looks quite good.

    The cigarette doesn't seem lit right now. Again, not really a problem, but if you want to make it look like he's smoking maybe you could add a wisp of smoke?

    The red stop lights on the car are a bit too bright compared to the rest of the scene.

  • LeanaLeana Posts: 13,270

    Shinji Ikari 9th said:

    Dug out some older items for this idea I started on here.  It may not be to obvious, but my character is using a arm mounted computer kind of like a pip-boy from Fallout deturmaning where to go to restore power (hence the reduced lighting in the room).  Main lighting on the character is the glow from said prop.

    Nice pic.

    The reduced lighting with light coming from the screen is a good idea, but right now what the character is doing is not really visible. Maybe adding some dark-colored light in the front might help give a bit of visibility while keeping the overall feeling?

  • garrett_3dgarrett_3d Posts: 440

    Leana said:

    garrett_3d said:

    OK, I give you Gumshoe Rescue.

    Beginner.

    A little synopsis should hopefully explain the action element of the image:

    "Audrey used to be a singer in a speakeasy until she was spotted by Consigliere Joe Castellino. With his natural charm and vivacity, he persuaded Audrey that she was too good for the club and she began to work for him. Little did she know that the world she entered was one of drugs and prostitution, a world where she would be used and abused on a daily basis.

    She eventually took her chance and escaped, turning to her high school sweetheart, Detective Gus Lorenzo. Quite by chance she is spotted on the street by Capo Oscar "The Tank" Zappa. Detective Lorenzo arrives, calmly smoking a Marlboro, just in time for the inevitable standoff...."

    Nice picture, looks like an old gangster movie.

    The part of the scene with the kidnapping is a bit dark due to mostly been backlit, so you don't see the figures that well. It's not necessarily a bad thing, but maybe having a bit of light in front would make it clearer (maybe adding a lighed sign to the other shop?). The pose looks quite good.

    The cigarette doesn't seem lit right now. Again, not really a problem, but if you want to make it look like he's smoking maybe you could add a wisp of smoke?

    The red stop lights on the car are a bit too bright compared to the rest of the scene.

    I did think about a whisp of smoke but the asset I have isn't that good and it looks a bit cartoonish.I may be able to do something with one of my fog assets scaled down. 

  • ElorElor Posts: 3,825

    garrett_3d said:

    I did think about a whisp of smoke but the asset I have isn't that good and it looks a bit cartoonish.I may be able to do something with one of my fog assets scaled down. 

    Maybe you can go the Lucky Luke's way, replacing the cigarette with something else:

    https://en.wikipedia.org/wiki/Lucky_Luke#Smoking_controversy

  • garrett_3dgarrett_3d Posts: 440

    Elor said:

    garrett_3d said:

    I did think about a whisp of smoke but the asset I have isn't that good and it looks a bit cartoonish.I may be able to do something with one of my fog assets scaled down. 

    Maybe you can go the Lucky Luke's way, replacing the cigarette with something else:

    https://en.wikipedia.org/wiki/Lucky_Luke#Smoking_controversy

    As it's a period scene, I don't see the issue. Why people are so insistent on trying to sanitise history with modern standards is beyond me - how else are future generations going to learn if history has been altered to suit the whims of snowflakes?

    Anyway, rant over. Wasn't aiming that at you by the way, just a general rant.

     

    Realised I have Sue Yee's Speedy Smoke that I picked up the other day for pennies. It's worked out nicely. Had to scale down to about 10% of the original size but it's worked pretty well.

    The Gangster Car was a pain to figure out the emissive. The lights aren't on their own material file, it's actually part of the interior so I had to adjust the emissive on the interior surface. But it is a fairly old asset so can't complain too much and it was cheap when I snagged it.

    Upped the shop front emissives but it didn't make much difference so I ended up adding a point light into the shop doorway next to the characters.

    Also changed the cigarette prop for one with a few more options.

    Rendering it now so it should be done in an hour or so.

  • ElorElor Posts: 3,825

    garrett_3d said:

    As it's a period scene, I don't see the issue. Why people are so insistent on trying to sanitise history with modern standards is beyond me - how else are future generations going to learn if history has been altered to suit the whims of snowflakes?

    ?

    I have no issue with your character having a cigarette, it was just a suggestion to solve your problem by replacing it with a prop that didn't require smoke and I linked the article because it has a picture of Lucky Luke with the replacement, not because it had information about why Morris may or may not have decided to make Luke stop smoking.

  • garrett_3dgarrett_3d Posts: 440

    Ah, fair enough.

  • LeanaLeana Posts: 13,270

    garrett_3d said:

    The Gangster Car was a pain to figure out the emissive. The lights aren't on their own material file, it's actually part of the interior so I had to adjust the emissive on the interior surface. But it is a fairly old asset so can't complain too much and it was cheap when I snagged it.

    For the record, it's possible to use the geometry editor to create new material zones if the ones the model provides don't work for what you want to do.

  • garrett_3dgarrett_3d Posts: 440

    Leana said:

    garrett_3d said:

    The Gangster Car was a pain to figure out the emissive. The lights aren't on their own material file, it's actually part of the interior so I had to adjust the emissive on the interior surface. But it is a fairly old asset so can't complain too much and it was cheap when I snagged it.

    For the record, it's possible to use the geometry editor to create new material zones if the ones the model provides don't work for what you want to do.

    I haven't even touched that tool yet. One step at a time and all that. 

  • garrett_3dgarrett_3d Posts: 440
    edited May 14

    OK, redux. I wasn't happy with the noise so re-jigged some settings and left it to run overnight, now much better.

    I moved the lamppost to try and get some more lighting wash around the girl and added a point light in the shop doorway, shop front emissives didn't make a lot of difference.

    Oh, I don't know if anyone noticed, but the car definitely wouldn't pass smog testing laugh

    2605 Gumshoe Rescue REDUX WM.jpg
    3840 x 2160 - 3M
    Post edited by garrett_3d on
  • ElorElor Posts: 3,825
    edited May 20

    Intermediate Challenge

    She was just enjoying a sunny afternoon, walking toward the next stop in her journey, reading the new book of her favourite author while a skeleton tried to jump her.

    She likely could have won without stopping reading, but a two-handed warhammer, as the name suggests, requires two hands…

    It takes skills to place a bookmark while dodging attacks, one she had to master since an evil overlord decided to threaten the peaceful countryside, so once she has disposed of the threat, she jumped back where she was.

    Maybe she should start walking again, because by staying here, reading, she will have to walk without anything to read. Now, that would be horrific, right?

    I used dformers to:

    1. Push grasses and plants under the fallen skeleton
    2. Push grasses and plants under the shield
    3. Put a dent into the shield, where she hit it with her hammer.

    I don’t think I would have done it if not for the challenge (the render started as an icon for a free character morph and I wanted a fantasy one): the last time I had a problem with grasses poking through something or someone (in this render), I did try to use a weight map to control the dformer, but the node weight map brush was losing its mind when I tried to paint it over the grasses so I didn’t try to solve the problem (it’s not too visible).

    This time, I initially use the sphere and the result was not too bad (it’s too bad there is no other primitive shapes usable to control a dformer) but was still not precise enough, so initially, I removed the shield (she’s not joking when she’s wielding that hammer, so the shield could have flew way out of the frame :D).

    Then, for some reason, some part of my brain remembered that it’s possible to switch the geometry selection to the lasso mode.

    So, what I did is:

    1. Select everything under the shield as best as I can.
    2. Ask the geometry editor to select everything connected to what I just selected.
    3. Switching to the Node Weight Map Brush too, I told it to fill every face selected to 100%.

    And voila, I now only had to move the dformer into the ground and the various plants and grasses went with it.

    I did the same with grasses and plants that were the most visible at poking through the armour or the skeleton.

    For the dent in the shield, the hardest part was finding a shield with both enough geometry to get a nice deformation and one that didn’t look brand new, but in the end, it’s not that visible because the shield is outside both DoF planes cool (there is also a crow somewhere too, but I’m barely able to see it and I know where I placed it…)

    I didn’t try to use a dformer to move the skeleton’s head and I don’t know if it would work because there is a head only prop provided in the LoREZ skeleton product and it was easier to move it where I wanted and put a helm on it.

    I don’t remember using push modifiers. I’m usually using them to fix poke throughs, but I didn’t need for this render: I did spend likely too many times in Blender fixing the FBM for the clothes she’s wearing –except the boots – which helped the simulation process smoothly and her pose is not the most challenging to simulate, both reduced the risk of poke throughs.

    Because the dress doesn’t have a top surface and ‘skirt’ surface, I merged a spot render to get the final look in Affinity Photo, and I tweaked the curves a bit, but I didn’t touch the shield to remove plants poking through.

    main.jpg
    2596 x 3375 - 2M
    shield.jpg
    361 x 550 - 74K
    Post edited by Elor on
  • Sunkissed PapayasSunkissed Papayas Posts: 33
    edited May 21

    Beginner

    Olivia was in school for Photography and had aspiring dreams of becoming a professional photographer of nature. So, she took a little sabbatical from school to travel to the jungles of South America. Each picture is shown with the dome changed.

    Switched the dome around to adjusting the lighting in the scene.

    olive vacationsouthamerica1-4 domerotation67.12.jpg
    2500 x 1233 - 2M
    olive vacationsouthamerica1-2.jpg
    3000 x 1479 - 4M
    Post edited by Sunkissed Papayas on
  • yuyu.atemyuyu.atem Posts: 480

    Title : The Death's Master

    Biginner challenge

    For the sword, I used an amathyst shader preset that I slightly modified  to imprive its realism.
    For the AV Wings, I used a map that I created for a completely different project: a science project plotting the clustering of celestial bodies (it's surprising how scince can become art, sometimes... cheeky)

    However, I have an issue when I apply the dForce simulation (see second render) : it seems that the place of the bruch on the cape doesn't stay "with the bruch", and it creates this artefact on the cape...
    Thus, I also created a render without dForce simulation, but the cape does not fully match to the character's shape... I don't know how to fix it.

    Anyway, I hope you'll enjoy it! laugh

    The Death Sword 1.2.jpg
    1200 x 872 - 583K
    The Death Sword 1.3.jpg
    1200 x 872 - 601K
  • ElorElor Posts: 3,825
    edited May 31

    garrett_3d said:

    I moved the lamppost to try and get some more lighting wash around the girl and added a point light in the shop doorway, shop front emissives didn't make a lot of difference.

    You can maybe try to add more lights and then get back the overall darkness of the scene by playing with the Tonemapping Options. Jay Versluis has a long video on the subject in the Daz Masterclass:

    Sickleyield has a tutorial on night lightning (it's been a while since I have seen it, so I don't really remember it):

    Sunkissed Papayas said:

    Beginner

    Olivia was in school for Photography and had aspiring dreams of becoming a professional photographer of nature. So, she took a little sabbatical from school to travel to the jungles of South America. Each picture is shown with the dome changed.

    Personnaly, I like the third one the most.

    If you didn't change the default value for Burn Highlights (in the Tonemapping Options), it's by default set to either 0.25 or 1 (depending on which version of Daz Studio you're using): if you want to get back details in the area around the character's shirts, you could try lowering Burn Highlights. It's also explained in the Masterclass video.

    yuyu.atem said:

    Title : The Death's Master

    Biginner challenge

    For the sword, I used an amathyst shader preset that I slightly modified  to imprive its realism.
    For the AV Wings, I used a map that I created for a completely different project: a science project plotting the clustering of celestial bodies (it's surprising how scince can become art, sometimes... cheeky)

    However, I have an issue when I apply the dForce simulation (see second render) : it seems that the place of the bruch on the cape doesn't stay "with the bruch", and it creates this artefact on the cape...
    Thus, I also created a render without dForce simulation, but the cape does not fully match to the character's shape... I don't know how to fix it.

    Anyway, I hope you'll enjoy it! laugh

    Did you try to pose the sword in a way that would only hide half the character nose? It's usually how this kind of framing is done.

    If you tried and hit a wall trying to pose the sword while keeping it in the character's hand, as you're not showing either hands, you can cheat and place the sword where you want laugh (within reason of course, but moving it a couple of centimeters to reveal the character's nose should not make the overall pose look weird)

    For the cape, what cape did you use?

    If the brooch is an independant object, you should be able to move it where you want.

    Another possibility if the brooch is not an independant object but if the brooch has independant surface(s):

    1. Duplicate the cape
    2. Hide everything except the brooch on the duplicated non simulated cape setting Cutout Opacity to 0 on the surfaces not related to the brooch.
    3. Hide the brooch on the simulated cape,  setting Cutout Opacity to 0 on the surfaces related to the brooch.

    Note: Don't simulate them both at the same time: you should either fully hide the duplicated cape during simulation or simply set Visible to simulation to Off.

    Without having the cape, I don't know if it'll look good or not, but this way, the brooch will stay at its starting position because it's on another cape.

    To show you want I mean with the first suggestion, and where to find the Visible to Simulation setting:

    Possible solutions, if you want to tackle an intermediate challenge, either use a push modifier to push the non simulated cape toward the character's body (using a negative value) or maybe a D-Former could help move the brooch (if it's not an independant object), with a pivot point placed at the correct position, whose influence is controlled by a weight map (100% on the brooch's geometry, 0% on the rest of the cape's geometry).

    For completion sake (at least to list all ideas I know about), it's always possible to create a morph using an external modeller like Hexagon, Zbrush, Blender, etc but if you don't know how to use one, learning to use either of them takes time.

    sword_nose_simulation_visibility.jpg
    1278 x 978 - 115K
    Post edited by Elor on
  • Sunkissed PapayasSunkissed Papayas Posts: 33
    edited June 1

    @Elor, I think this is the one you're talking about. I found the burn highlights and dropped it to zero. I actually do like this better. 

    tonehighlightsdroppedto zero1.jpg
    2500 x 1233 - 2M
    Post edited by Richard Haseltine on
  • ann0314ann0314 Posts: 2,894
    edited June 1

    This Challenge is now Officially Closed.
    Thank you so much to everyone who participated and helped each other
     heart

    Post edited by ann0314 on
  • garrett_3dgarrett_3d Posts: 440

    Results?

  • yuyu.atemyuyu.atem Posts: 480

    Hi! I don't know if I may answer again, sorry I was too buisy... 

    Elor said:

    Did you try to pose the sword in a way that would only hide half the character nose? It's usually how this kind of framing is done.

    If you tried and hit a wall trying to pose the sword while keeping it in the character's hand, as you're not showing either hands, you can cheat and place the sword where you want laugh (within reason of course, but moving it a couple of centimeters to reveal the character's nose should not make the overall pose look weird)

    No, I didn't try, but I will, good idea!
    Thank you very much! laugh

    For the cape, what cape did you use?

    I used the cape from the "old" version of the Wise Wizard, the one for G8M (I think it is not commercialized anymare). I didn't know how to lower his hood (I am not even sure if it's possible), so I set the hood cutout opacity to 0 in order to hide it.

    If the brooch is an independant object, you should be able to move it where you want.

    Another possibility if the brooch is not an independant object but if the brooch has independant surface(s):

    1. Duplicate the cape
    2. Hide everything except the brooch on the duplicated non simulated cape setting Cutout Opacity to 0 on the surfaces not related to the brooch.
    3. Hide the brooch on the simulated cape,  setting Cutout Opacity to 0 on the surfaces related to the brooch.

    Note: Don't simulate them both at the same time: you should either fully hide the duplicated cape during simulation or simply set Visible to simulation to Off.

    Without having the cape, I don't know if it'll look good or not, but this way, the brooch will stay at its starting position because it's on another cape.

    To show you want I mean with the first suggestion, and where to find the Visible to Simulation setting:

    Possible solutions, if you want to tackle an intermediate challenge, either use a push modifier to push the non simulated cape toward the character's body (using a negative value) or maybe a D-Former could help move the brooch (if it's not an independant object), with a pivot point placed at the correct position, whose influence is controlled by a weight map (100% on the brooch's geometry, 0% on the rest of the cape's geometry).

    For completion sake (at least to list all ideas I know about), it's always possible to create a morph using an external modeller like Hexagon, Zbrush, Blender, etc but if you don't know how to use one, learning to use either of them takes time.

    Thank you ery much! laugh

  • yuyu.atemyuyu.atem Posts: 480

    Hi! I don't know if I may answer again, sorry I was too buisy... 

    Elor said:

    Did you try to pose the sword in a way that would only hide half the character nose? It's usually how this kind of framing is done.

    If you tried and hit a wall trying to pose the sword while keeping it in the character's hand, as you're not showing either hands, you can cheat and place the sword where you want laugh (within reason of course, but moving it a couple of centimeters to reveal the character's nose should not make the overall pose look weird)

    No, I didn't try, but I will, good idea!
    Thank you very much! laugh

    For the cape, what cape did you use?

    I used the cape from the "old" version of the Wise Wizard, the one for G8M (I think it is not commercialized anymare). I didn't know how to lower his hood (I am not even sure if it's possible), so I set the hood cutout opacity to 0 in order to hide it.

    If the brooch is an independant object, you should be able to move it where you want.

    Another possibility if the brooch is not an independant object but if the brooch has independant surface(s):

    1. Duplicate the cape
    2. Hide everything except the brooch on the duplicated non simulated cape setting Cutout Opacity to 0 on the surfaces not related to the brooch.
    3. Hide the brooch on the simulated cape,  setting Cutout Opacity to 0 on the surfaces related to the brooch.

    Note: Don't simulate them both at the same time: you should either fully hide the duplicated cape during simulation or simply set Visible to simulation to Off.

    Without having the cape, I don't know if it'll look good or not, but this way, the brooch will stay at its starting position because it's on another cape.

    To show you want I mean with the first suggestion, and where to find the Visible to Simulation setting:

    Possible solutions, if you want to tackle an intermediate challenge, either use a push modifier to push the non simulated cape toward the character's body (using a negative value) or maybe a D-Former could help move the brooch (if it's not an independant object), with a pivot point placed at the correct position, whose influence is controlled by a weight map (100% on the brooch's geometry, 0% on the rest of the cape's geometry).

    For completion sake (at least to list all ideas I know about), it's always possible to create a morph using an external modeller like Hexagon, Zbrush, Blender, etc but if you don't know how to use one, learning to use either of them takes time.

    Thank you ery much! laugh

  • yuyu.atemyuyu.atem Posts: 480
    edited June 10

    garrett_3d said:

    Results?

    Hi! As far as I know, there is no results for these challenges. We just participate for fun and training, but there is nether any winner announcement.

    Post edited by yuyu.atem on
  • Actually @yuyu.atem    The link to rules for these contests, unless they changed them.     

    https://www.daz3d.com/forums/discussion/3440/

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