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  • Shade 3D System Requirements

    It's not just OBJ, but I use the basic and OBJ makes the most sense because I can use that OBJ everywhere :) Basic Supports Poser formats for those inclined :) Basic supports FBX, just don't expect rigging to work.

    File I/O                               image Basic Standard Professional

    BVH Motion File Import

    COLLADA Import

    Piranesi EPix format Export

    3ds Max (3DS)/Lightwave 3D (LWO)

    Adobe Flash SWF (Toon Renderer) Export

    Adobe Illustrator AI (Toon Renderer) Export

    Adobe Illustrator AI Export

    Adobe Flash SWF Export

    DirectX Export

    Photoshop (PSD) Export

    VRML 2.0 Export

    Vertex Color I/O through FBX and OBJ format  (ver.15.1)

    Wavefront OBJ Import & Export

    DXF Import & Export

    STL Import & Export

    HDR/OPENEXR Import & Export

    FBX Import & Export / Daz Studio Integration through FBX  (ver.15.1)

    iClone Export (Windows)

    COLLADA for BlueMars Export

    COLLADA Export

    SketchUp Import (32-bit only)

    Second Life Sculpted Prim Export

    PoserFusion 2 (pz3, pzz Import)

    QTVR Export

    XML Import/Export (Shade Scene)

    EPSF Import

    JPEG/BMP/TARGA/TIFF/PNG/ OpenEXR/HDR/GIF/PSD/PFM Import/Export

    MPO Export

    Audio Import / Export: WAV, AU, AIF, AIFF

    AVI Movie Import/Export

    QuickTime Movie Import/Export

    Mama, I'm scared.  I got Shade installed.  I drew out a sphere to look it over.. Uh, it's just a cage... The only way to see what we expect to see is to click on the 3D print tab and it shows a properly filled solid sphere.   Not sure if there is a setting that shows like that in the create tab but this is a little unnerving!  lol


    yeah, getting used to some of it's quirks. But now that I am learning them they aren't too bad. Like by default it selects THROUGH objects, which is so random. But I found out how to disable that. I'm used to selecting a face and only having the front facting one.

    UI is reasonably customizable, but still trying to figure out if there is a symmetery mode :( I saw mirroring but not sure how it works or if it really is what I need. If I get symmetry I should have everything I need for basics...(and just watched the tutorial for that, decent enough I guess, but like symmetry more than just mirroring, oh wells I can survive.)

    BTW, I'm not trying to convert anyone to shade (especially blender users). I've only used it like an hour. Just trying to keep the facts straight about what it has.

    By

    larsmidnatt larsmidnatt August 2015 in The Commons
  • What's the story On Carrara?

    I feel pretty much the same way.  I'm curious, what competing apps are you looking at?  I really like Carrara's compatibility with Poser format content, but I'm not sure which other apps offer that.  Other than Poser itself, which I own, but consider a step down from Carrara.

    Actually I was looking at Shade.  It is now on the Daz store.  In the You May be Interested in the Following Products section I would expect to see Carrara (a Daz product!!!) listed, but no, nothing.

    Now that it is here on the store I can discuss it openly!  

    Shade has Sketchup Import and Poser import.  I hope to give it a try soon... when I can find some time.

    By

    That Other Persona That Other Persona August 2015 in Carrara Discussion
  • 3ds Max 2016 importing into Daz3D

    actually that thread is a few years old and it really didnt quite work for me.  that is dealing wwith clothing too im spacifically trying to import an object  like  stechup building into daz3d. from 3ds max 2016.  which has direct sketchup file imports.  imported into max the building looks fine......but when trying to import into daz3d it either gets broken apart with fbx or scale is off or whatever even when i try to use the daz3d settings  with object. not flip the x/y etc just whatever i do doesnt quite seem to work :-/ ....so any thoughts would be helpful ;-)

    By

    Evenios Evenios August 2015 in The Commons
  • 3ds Max 2016 importing into Daz3D

    ok ill post this as a seperate post for a better direct reply perhaps. but this is sort of a follow up to my previous thread.  I got 3ds max 2016 to be able to directly import sketchup files but what is the proper way to export a 3dmax object to daz3d?  I tried to .obj daz3d profile. but i either have these two issues

    either it imports at the wrong scale or the xyz position is off (usually both)  any tips would be helpful. im just at the moment looking to import a simple building object. not a rigged charecter or anytihng fancy ;-). thanks!

    By

    Evenios Evenios August 2015 in The Commons
  • Need some help with Reallusion

    When I first bought Iclone, I felt a bit dismayed by how little I seemed to get.  That was version 4 which I bought just in time to get Version 5 free.  There wasn't much doubt at that time about the final quality of renders and animation to be expected from the software.  I would compare it to the cut-scenes from older games or the Sims2.

    Nevertheless, the program gave me a lot of enjoyment.  I bought 3dXchange Pro and was able to bring in animated objects I created in Carrara.  Then Genesis was able to be brought in - that was a great feature, to animate Genesis very easily.  I bought some simple physics-enabled clothing that vendors created and a number of motion packages.  My use of Iclone was to bring in DAZ or Sketchup buildings and Genesis and create little animated clips for fun using the particle effects, water, trees, etc. that came with Iclone.

    I had no hesitation in buying Iclone6 and think the program has developed for the better in many ways.  Unfortunately, I think that the impression has been given that Iclone is now a kind of animated DAZ Studio.  In fact, it still largely has the feel of games cut-scenes.  Trees, for example, are nowhere near as realistic as would be found in a program like Vue.  But, if I need a woodland scene, I can make one very quickly in Iclone using the trees that come with the package or the other vegetation packs sold separately.  If I have DAZ or other assets, I can also place them in my scenes (3dXchange is needed).

    As animation software, Iclone is great for story-telling and in the right hands (a phrase I've used several times elsewhere!) it can produce excellent results.  In animation, the action is the main focus of the viewer and DAZ-render quality isn't really needed to tell a story.  But I fully understand that many want to tell a story in the best, most realistic, quality possible.

    Iclone is due to have a new character creation tool delivered in coming weeks and is likely to have excellent motion-capture possibilities available later on.  The motion capture will come at an extra cost, probably for a plug-in and certainly for third-party hardware.  The character creator will allow users to create more types of clothing themselves for their characters within the tool itself (combined with the user's art package of choice for texture creation, I think).

    I didn't buy the Indigo RT plugin - I think excellent  (or sufficiently good) results are possible with the Iclone renderer, lights, etc.

    I only bought 3dXchange Pro.  I have no need for Pipeline but, for those who do, I agree that it becomes expensive.

    My advice is to buy 3dXchange Pro and some animation collections.  Gradually buy any other packs that appeal  (toon packs, medieval collections or Sci-fi, or toon monsters) and have a go at making some fun clips.  Or just use the native figures and/or Genesis.

    Most people in the Reallusion Forums are helpful and considerate but sometimes questions do go unanswered.  One or two individuals are forever arguing and it gets nasty on occasion.  Its a bit like going into a bar and  a few guys are rolling around on the floor fighting while everyone else steps over them.  No-one has ever offended me there and I've received help any time I asked. 

    I hope you come to feel that you got your money's worth.

         

     

    By

    Hermit Crab Hermit Crab August 2015 in The Commons
  • Need some help with Reallusion

    IClone 6.1

    If you are bringing over content from Daz3d, 3dsmaz, sketchup, lightwave, etc... into Iclone you will need 3dxchange Pro or pipeline version.

    The  Pro version will export content from Icline 6, but only as OBJ files.

    If want a full export form IClone you will need the pipeline version.

    You will also a decimator tool.  I prefer the Daz Decimator.

    If you plan to do animations and that is the strong suit for Clone, you will not want the poly rich content from Iclone or other static image products like Daz or poser.

    You will need to lower poly counts into IClone.  The Indigo tool in IClone is basically for the same type of static images of Daz and Poser.

    I use Sony Vegas for final renders, not indigo.  I do internet video and the internet doesn't really do justice to high quality video productions.

    I bought the indigo package from Reallusion in a bundle when I bought IClone 6, but I will probably never use it.

    Too many frames in video productions.  If I do 25 fps video... I have to do 25 renders per second of video.

    I guess it wouldn't matter, if I put my video on another computer and just let it smoke.

    Don't be confused about the rendering.  If you are doing video for blue ray, you might want to go the high quality rendering route.

     

     

     

     

    By

    rampart_1576840087 rampart_1576840087 August 2015 in The Commons
  • sketchup importing workflow

    gotcha anyone use 3dxchange 6 pro yet? i had issues with 5 with sketchup imports into daz supossively this program is supposed to make ite  easier to import 3d warehouse items.........wish there was a trial but not one yet.

    By

    Evenios Evenios August 2015 in The Commons
  • sketchup importing workflow

    I feel your pain and the 3D world love to be exclusive and not make it easy for interchange... we have all expericned this fun :)

    In the mean time her eis what works pretty solidly >

    1. My workflow has been to Export OBJ from SketchUp
    2. Open OBJ in Photoshop (CC 2015 esepcially because I have some parameters to clean up model textures and decimate)
    3. Export OBJ from Photoshop with textures as JPG
    4. Import into Daz Studio

    This is a pretty solid workflow.

    Cheers

    By

    dramenon dramenon August 2015 in The Commons
  • sketchup importing workflow

    With Sketchup models, there is no one method that works on everything.  But the best is to export from SU as an obj or dae and fix the problems in a modeling program, then export a 'clean' mesh in obj for Studio to use.  You will, most likely, need to retuxture it afterwards.

    By

    mjc1016 mjc1016 August 2015 in The Commons
  • sketchup importing workflow

    Actually sketchup is not the best tool for importing models into DS since the way it models leaves lots of artifacts when converting to other formats such as .obj. You can get around many of these if you know what to look for and model the objects yourself, but most existing sketchup models do not do well outside of sketchup in my expereince.

    By

    FSMCDesigns FSMCDesigns August 2015 in The Commons
  • sketchup importing workflow

    Hi i am trying to figure out how to import sketchup models into daz3d as i think it would be a wonderful tool if i could do so . i had 3dxchange5  but it seems to have issues with larger models . i try to import the file directly from sketchup and apparently while it loads everything looks messed up like faces are exported wrong and such any tips? should i use something like 3dmax to import it into that first then export out to daz3d? 

    thanks!  3d models are a pain in the ...... you would think with todays technology there would be an easy way to make models "work" between diffrent programs. but yeah........ but thats the nice thing about daz3d is that as long as its daz content it just "works" (other then some material tweaking for things like iray) :-p but would be kinda fun if i could add some models to daz3d myself.  others ive seen have used lightwave for importing models (not sketchup spacific though).  any tips or what would be helpful thanks!

    By

    Evenios Evenios August 2015 in The Commons
  • Star Trek Builders Unite 7: The Continuing Mission

     

    Ok, I'm either over-reaching and I should just settle and work out a shuttlebay based off the ones I've found out there that match the show more, or I can build the one I found that would be more functional but would set me back weeks instead of a few days of fine tuning.  So I decided to build a quick study model and I'd like opinions.
    This is the combined Shuttlebay 2 and 3 from Ed Whitefire's unofficial Enterprise D blueprints. Yes, I know they aren't completely accurate to the show, but the shuttlebays in the show weren't accurate to the 6ft or 4ft Enterprise model anyway. Ed's blueprints however have a bit of that feel we get with the older Connie shuttlebay and even the films a bit. It feels more like a functional shuttlebay.
    I honestly have no idea how much I'd use this. Well I do, and I'd use it even more if I built it cause, yeah and stuff.
    Anyway, I took a couple of screenshots of the different views of the 'study' model and I guess I'm looking for constructive ideas or if I should just scrap this and not bother. Yes I'd angle the interior hull and doors to match the exterior of the ship. And yes, it is really large.

    I like what you are doing here with this shuttle bay. To me canon or non-canon matters little when it comes to things like this. If it works for you then I say run with it, you have obviously put a lot of effort into this so far so I would say keep going. I am not sure if you know it or not and I know Paul can back me up on this, but not ships in a class look exactly alike. Yes the outer hull and a good portion of the insides are alike but sometimes updates or outright changes are made to ships for special missions. 

    I'm not necessarily worried about canon versus not because I'm not setting it aboard the Enterprise and it's in a Galaxy Class that was rushed into service during the Dominion War anyway. I figure the shuttlebays (and the main shuttlebay especially, but I'm nowhere near comforatable modeling that monstrous thing yet) would have seen a significant increase in use during that considering how many fighter wings got deployed so having something with easier access to both bays in the secondary hull made sense in my head.  

     

    I think you have a great idea and plan. Have you considered using sketchup to make these sets? I know Madison and others have used sketchup to rough out sets and then exported them to Poser or Studio to finish them. Even if you use the free version and can't export your set to an obj file there are those of us that have purchased Sketchup that might be willing to help you get a copy of your file in obj format so you could load it in studio. I really think your idea is great and hope you keep moving forward with it. 

    I used to use Truespace to model Transformers and dabbled with Star Trek ships here and there, but I was kind of terrible with interiors. I've got an older copy of Lightwave a friend gave me but I've not actually modeled with that at all. I've got Hexagon as well but I've only used that so far to send things from Daz to that and to delete parts of objects and then send them back to Daz. I've been having so many issues getting sketchup models to actually import I cringe whenever I have to work with one of the ship interiors I found through the 3d warehouse there.
    What I'll probably end up doing is modeling in Truespace, because that's what I'm used to, and then build it in stages and export those stages out as obj files to assemble the bay in Daz.But thank you for the offer! 

     

    I wish you luck, I am currently trying my hands at learning Studio since I am having so many issues with Poser, so I understand the hairpulling involved with learning new pograms. I have to say the texturing you did on the shuttles is amazing and if that is indicative of your work I can only iamgine how well your shuttle bay will turn out! 

    By

    shadowhawk1 shadowhawk1 August 2015 in The Commons
  • Star Trek Builders Unite 7: The Continuing Mission

     

    Ok, I'm either over-reaching and I should just settle and work out a shuttlebay based off the ones I've found out there that match the show more, or I can build the one I found that would be more functional but would set me back weeks instead of a few days of fine tuning.  So I decided to build a quick study model and I'd like opinions.
    This is the combined Shuttlebay 2 and 3 from Ed Whitefire's unofficial Enterprise D blueprints. Yes, I know they aren't completely accurate to the show, but the shuttlebays in the show weren't accurate to the 6ft or 4ft Enterprise model anyway. Ed's blueprints however have a bit of that feel we get with the older Connie shuttlebay and even the films a bit. It feels more like a functional shuttlebay.
    I honestly have no idea how much I'd use this. Well I do, and I'd use it even more if I built it cause, yeah and stuff.
    Anyway, I took a couple of screenshots of the different views of the 'study' model and I guess I'm looking for constructive ideas or if I should just scrap this and not bother. Yes I'd angle the interior hull and doors to match the exterior of the ship. And yes, it is really large.

    I like what you are doing here with this shuttle bay. To me canon or non-canon matters little when it comes to things like this. If it works for you then I say run with it, you have obviously put a lot of effort into this so far so I would say keep going. I am not sure if you know it or not and I know Paul can back me up on this, but not ships in a class look exactly alike. Yes the outer hull and a good portion of the insides are alike but sometimes updates or outright changes are made to ships for special missions. 

    I'm not necessarily worried about canon versus not because I'm not setting it aboard the Enterprise and it's in a Galaxy Class that was rushed into service during the Dominion War anyway. I figure the shuttlebays (and the main shuttlebay especially, but I'm nowhere near comforatable modeling that monstrous thing yet) would have seen a significant increase in use during that considering how many fighter wings got deployed so having something with easier access to both bays in the secondary hull made sense in my head.  

     

    I think you have a great idea and plan. Have you considered using sketchup to make these sets? I know Madison and others have used sketchup to rough out sets and then exported them to Poser or Studio to finish them. Even if you use the free version and can't export your set to an obj file there are those of us that have purchased Sketchup that might be willing to help you get a copy of your file in obj format so you could load it in studio. I really think your idea is great and hope you keep moving forward with it. 

    I used to use Truespace to model Transformers and dabbled with Star Trek ships here and there, but I was kind of terrible with interiors. I've got an older copy of Lightwave a friend gave me but I've not actually modeled with that at all. I've got Hexagon as well but I've only used that so far to send things from Daz to that and to delete parts of objects and then send them back to Daz. I've been having so many issues getting sketchup models to actually import I cringe whenever I have to work with one of the ship interiors I found through the 3d warehouse there.
    What I'll probably end up doing is modeling in Truespace, because that's what I'm used to, and then build it in stages and export those stages out as obj files to assemble the bay in Daz.But thank you for the offer! 

    I love everything you've been doing with your story. It looks great!

    Hi. It's been a while since I have posted on here.  I just started posting some of the stuff related to Khambatta onto my deviantart page http://khambattaproject.deviantart.com . I am still trying to get certain characters and sets done before I totally get to work on the scenes. I decided to rework my story a bit more and even add some side stories to help flesh out the Khambatta cast.  But here are some of the latest characters I have been working on as well as updating some of the older models a little bit and converting Dave Metletsits new TOS 1st Pilot Enterprise for use. 

     

    Ok, I'm either over-reaching and I should just settle and work out a shuttlebay based off the ones I've found out there that match the show more, or I can build the one I found that would be more functional but would set me back weeks instead of a few days of fine tuning.  So I decided to build a quick study model and I'd like opinions.
    This is the combined Shuttlebay 2 and 3 from Ed Whitefire's unofficial Enterprise D blueprints. Yes, I know they aren't completely accurate to the show, but the shuttlebays in the show weren't accurate to the 6ft or 4ft Enterprise model anyway. Ed's blueprints however have a bit of that feel we get with the older Connie shuttlebay and even the films a bit. It feels more like a functional shuttlebay.
    I honestly have no idea how much I'd use this. Well I do, and I'd use it even more if I built it cause, yeah and stuff.
    Anyway, I took a couple of screenshots of the different views of the 'study' model and I guess I'm looking for constructive ideas or if I should just scrap this and not bother. Yes I'd angle the interior hull and doors to match the exterior of the ship. And yes, it is really large.

    I like what you are doing here with this shuttle bay. To me canon or non-canon matters little when it comes to things like this. If it works for you then I say run with it, you have obviously put a lot of effort into this so far so I would say keep going. I am not sure if you know it or not and I know Paul can back me up on this, but not ships in a class look exactly alike. Yes the outer hull and a good portion of the insides are alike but sometimes updates or outright changes are made to ships for special missions. 

    I'm not necessarily worried about canon versus not because I'm not setting it aboard the Enterprise and it's in a Galaxy Class that was rushed into service during the Dominion War anyway. I figure the shuttlebays (and the main shuttlebay especially, but I'm nowhere near comforatable modeling that monstrous thing yet) would have seen a significant increase in use during that considering how many fighter wings got deployed so having something with easier access to both bays in the secondary hull made sense in my head.  

    I completely agree and I was thinking of the same kind of thing for the Tobias—a Dominion-War era ship that functions as an aircraft carrier. Of course, there's also a bit of Galactica creeping into my story ideas as well. You've done a great job so far and I can't wait to see the finished shuttlebay! :)

    In other news, finally got around to editing the textures for the bridge and getting the final lighting done. Each of these is only about ten minutes into the render, so forgive the graininess. :P

    Nice work on that bridge, and thanks. :)  Yeah mine is definitely post-war with Starfleet trying to get back to exploring again now that it's done with war clean-up.They'd like to get the Galaxy class ships back to doing what they were designed to do. 

    By

    AshleyTinger AshleyTinger August 2015 in The Commons
  • Star Trek Builders Unite 7: The Continuing Mission

     

    Ok, I'm either over-reaching and I should just settle and work out a shuttlebay based off the ones I've found out there that match the show more, or I can build the one I found that would be more functional but would set me back weeks instead of a few days of fine tuning.  So I decided to build a quick study model and I'd like opinions.
    This is the combined Shuttlebay 2 and 3 from Ed Whitefire's unofficial Enterprise D blueprints. Yes, I know they aren't completely accurate to the show, but the shuttlebays in the show weren't accurate to the 6ft or 4ft Enterprise model anyway. Ed's blueprints however have a bit of that feel we get with the older Connie shuttlebay and even the films a bit. It feels more like a functional shuttlebay.
    I honestly have no idea how much I'd use this. Well I do, and I'd use it even more if I built it cause, yeah and stuff.
    Anyway, I took a couple of screenshots of the different views of the 'study' model and I guess I'm looking for constructive ideas or if I should just scrap this and not bother. Yes I'd angle the interior hull and doors to match the exterior of the ship. And yes, it is really large.

    I like what you are doing here with this shuttle bay. To me canon or non-canon matters little when it comes to things like this. If it works for you then I say run with it, you have obviously put a lot of effort into this so far so I would say keep going. I am not sure if you know it or not and I know Paul can back me up on this, but not ships in a class look exactly alike. Yes the outer hull and a good portion of the insides are alike but sometimes updates or outright changes are made to ships for special missions. 

    I'm not necessarily worried about canon versus not because I'm not setting it aboard the Enterprise and it's in a Galaxy Class that was rushed into service during the Dominion War anyway. I figure the shuttlebays (and the main shuttlebay especially, but I'm nowhere near comforatable modeling that monstrous thing yet) would have seen a significant increase in use during that considering how many fighter wings got deployed so having something with easier access to both bays in the secondary hull made sense in my head.  

     

    I think you have a great idea and plan. Have you considered using sketchup to make these sets? I know Madison and others have used sketchup to rough out sets and then exported them to Poser or Studio to finish them. Even if you use the free version and can't export your set to an obj file there are those of us that have purchased Sketchup that might be willing to help you get a copy of your file in obj format so you could load it in studio. I really think your idea is great and hope you keep moving forward with it. 

    By

    shadowhawk1 shadowhawk1 August 2015 in The Commons
  • Star Trek Builders Unite 7: The Continuing Mission

     http://sketchuptips.blogspot.com/2007/01/wavefront-obj-exporter.html

    This is where I got the one I use. Just place the file in  Sketch-up's folder. Then, when you start the program, you should find the OBJexporter listed in the drop-down menu. But you'll have to save your model as a sketch-up file before you can export an obj.

    I've hit a snag. I found a sketchup model that I'd planned to use to make the windows, but I'm working with the free version, which means I can only export to a collada (.dae) file. And that doesn't seem to be importing to Blender or Poseray.

     

    By

    mdbruffy mdbruffy August 2015 in The Commons
  • Star Trek Builders Unite 7: The Continuing Mission

    I've hit a snag. I found a sketchup model that I'd planned to use to make the windows, but I'm working with the free version, which means I can only export to a collada (.dae) file. And that doesn't seem to be importing to Blender or Poseray.

    There used to be a website that had free plugins for sketchup and there was one for obj files there don't have the link but you might do a serch for it

    By

    Robert Freise Robert Freise August 2015 in The Commons
  • Star Trek Builders Unite 7: The Continuing Mission

    I've hit a snag. I found a sketchup model that I'd planned to use to make the windows, but I'm working with the free version, which means I can only export to a collada (.dae) file. And that doesn't seem to be importing to Blender or Poseray.

    By

    Night-Forager Night-Forager August 2015 in The Commons
  • Show Us Your Bryce Renders! Part 9

    The brick building (middle) is my own creation which I've built on 23 July 2015 in SketchUp (my 1st building model ever!!).  All the props in the fashion shop building are from the Google SketchUp Warehouse, including the left building combo and building to the right.

    Only the characters are from Daz3D's Daz Studio 4 - Genesis 2 Female/Genesis 2 Male/Kids 4.  The K4 character is clothed with a paperboy set by Cybertenko.

    Laura  

    By

    launok launok August 2015 in Bryce Discussion
  • Out of Memory ... even now on my new system!

    New Laptop with Windows 7 - Intel(HR) Graphics

    Intel Core i5 notebook,  64 bit operating system

    4.00 gb ram memory

    500 gb space hard disk

     

    I thought with my much older system (win XP and 1gb ram) I could have expect problems as were the case.  But now again!?  I want to add Genesis 2 Male to the attached scene but it keeps saying 'out of memory'.  Are there too much objects in the scene?  My shop building have quite some props in but I thought it could handle this on my new system.  I even want to add a vehicle or two also in the scene.  All the stuff are Sketchup models except Genesis 2 Females (2x)

     

    By

    launok launok August 2015 in Bryce Discussion
  • Introduce Yourself, Hello, my name is.....

    Hello Al, Leyla, John and pfunkyfize  (hope I haven't missed anyone?)

    Welcome to the forums, and I hope you enjoy your time here.

    There are plenty of members ready to help with any questions you may have about DAZ Studio or the store here.   Why not try the New Users forum where we do our best to help new people get started, and try to explain anything that is keeping you back.

    See you all soon!

     

    Thanks for the welcome aboard! I will definitely be asking questions... Lots of questions... *grin*

     

    Hello, I'm call Darce. I recently found interest in 3d rendering and found a reference to Bryce today while search some cartographer’s map renditions. The reference came from Anna B. Meyer (http://ghmaps.net/greyhawk-maps/online-map/). She's been working on her maps with Bryce for 15 years now. I downloaded it immediately. I've been using Blender, Make Human, Photoshop, and SketchUp. One of my interests is making a map of the World War 2 Omaha Beach. I found a LiDar point cloud of the whole beach area from a current aerial scans by a research company in France. I would also like to create original maps for Fantasy Gaming like Anna's.

    Thanks for that awesome link Darce, I am an old school AD&D fanatic (since early 1980s) with Greyhawk Campaigns that I'd like to draw 3d art for. Welcome aboard!

    By

    pfunkyfize pfunkyfize August 2015 in New Users
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