• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
    • Game Ready
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • 3D paint woes!

    If you made the model using sketchup or cad the verticies are not ubiformally distriuted on faces and the UV then bleeds across the fase because poly boundries are shared. BLacksmith and other paint tools PER PIXEL settings to accomidate for this. Other and better option if you want to rig, is to retopo or use UUW poly smoothing and equalization tool to remesh for subd.

    By

    Dream Cutter Dream Cutter August 2014 in Carrara Discussion
  • Weirdness Exporting to Blender

    Yup, that eyelash flap is the eyelash viewed without the transparency settings set correctly.
    I use Blender to convert models I make in SketchUp and recently I've been making trees... the same thing happens with the leaves... since I was not going to actually use the tree in Blender, I didn't test this much beyond seeing if this worked, but this did seem do what it was supposed to...
    http://wiki.blender.org/index.php/Doc:2.4/Tutorials/Textures/Use_Alpha_for_Object_Transparency
    I hope that will solve your problem, or at least head you in the right direction.


    Edit- Yeah, what Szark said above... especially if you want to use DAZ figures... mcjTeleBlender is very cool.

    By

    McGyver McGyver August 2014 in The Commons
  • CAR AND BIKE LOVERS THREAD - MARK III

    Thanks all for the GTA conversion info.. time to either rethink, and/or do some more research.. In the meantime, sticking with what I do have,some more bikes, this time using an older version of the Billy-T bikes.
    This one gave me no end of hassles using the Yosemite HDRI sets - would crash at 75% render o matter what., remove the model, and no issues, render using another model, and no issues - either was something with the mesh itself or the shaders - replacing the Uberenviroment with the AoA advanced distant light solved it..
    Love the mix and match on the Billiy-T stuff.. Only change was to pull the FL style headlight from a Sketchup model and import that into Daz.. The first pic is close to what my '36 ULH looked like (save for the Knucklehead style motor in the render rather than the big Flathead)..

    By

    hacsart hacsart August 2014 in Art Studio
  • GENERAL FREEBIE REQUESTS Part 2

    Teri 2 said:
    I would love to have an old truck model like these from 1918. Does anyone know if they already exist? If not, would someone like to try their hand at making one? It would have to be on a freebie basis cause I'm broke.

    Do you perhaps use SketchUp also? If you search for old trucks at the Google Warehouse of SketchUp you may find something. I remember I had got something in this line but not quite so from there. One have to export it as an .obj and it opens great then in Bryce. But to search on there is not always easy and with the new way they have set the website now sometimes frustrating. Use all possible keywords to find including the year of the model, i.e. 1918 truck, vintage truck, vintage vehicle, etc. I hope you can find something!

    Teri, if you do find a similar one you want, please let me know too. I am also interested in all vintage related models. :-)

    By

    launok launok August 2014 in Freebies
  • What Would You Make In A Perfect DAZ World?

    HeraldOfFire said:
    Zev0 said:
    @ HeraldOfFire - I for one plan on doing a few characters based off Growing Up, EG bunch of kids and teens, just that I have to release some other stuff first. They always get in the way. But character sets based off that product is something I always wanted to release. I assisted with the Brothers and Sisters products, but there is plenty of space for more, including more stylized type characters:)Pinch me, I'm clearly dreaming :)
    Now that's good news! :cheese:

    FSMCDesigns said:

    Why does it have to be a DAZ world, why not a perfect rendering world since DAZ is just a part of it. That said, it always amazes me how many that are in this community, can't use a modeling app, even on a basic level (I have 6 installed, 3DSMax, carrara, gmax, Milkshape, Blender, sketchup pro).

    I already model things for myself, mostly props and some environments it's the rigging and such that keep me away from clothing. That and the fact I make more in game addons and other 3D related commissions outside this community than I probably could in this small market keep me from digging deep and learning the rigging aspects.

    Lets see, if I could make anything effortlessly, what would I make for my renders, hmmmm. More skimpwear. Granted there is alot on the market, but the designs are pretty much the same and there is a whole world of ideas and styles not even touched. Same for heels. I own pretty much every sexy set of heels for V4 and since they don't autofit well, I am always looking for new ones for GF2 and quality releases are few and far between. Don;t need any male clothing, have enough for the amount of scenes i use males in. Don't do kids renders, at all, so no need for any kids items. Don't need everyday clothing as my idea of everyday is a bit more sexy than frumpy sweatpants around the house. Fantasy, sci fi clothing I like using, but the problem here is this, the amount of work involved in creating detailed designs, far outweighs the cost/time based on how often i would use it usually. I have to be able to justify the price of any purchase/time involved based on how much I might actually use it, not how much work went into it unfortunately.

    For the longest time there wasn't really any quality military clothing or equipment, so i started making my own and now there are several in the market,, enough to kitbash some doable outfits. Can't say the same for western wear. I have wanted to do quality western scenes for quite a while, gunslinger for David and a handful of others, but it's surprising there isn't more quality western clothing and equipment addons or a need/desire for them.

    I am with RCDeschene though, would love to see what "all" vendors would produce if everything sold well and items were based on creative ideas and not monetary based

    I actually like this idea! Not only would you just make more of what actually sells, but you'd actually help make it more interesting. :)


    Well, I´d focus on hair !!!!

    Hair that looks good and realistic in a high quality render.

    Agreed. And if I could make it, I would create long hair which is REALLY poseable.

    Yeah. Hair is another big one. I'd want more hair that is curls, twists, braids, dreads, and fros. - but not designed to look like it comes out of a 70s action movie or something, rather like the people I see on the street.


    Absolutely! So far, my main go-to vendors are AprilYSH and Valea with Silver's ToXic textures.

    Wow! I'm really loving these responses! Keep them coming! :cheese:

    By

    RCDeschene RCDeschene August 2014 in The Commons
  • What Would You Make In A Perfect DAZ World?

    Why does it have to be a DAZ world, why not a perfect rendering world since DAZ is just a part of it. That said, it always amazes me how many that are in this community, can't use a modeling app, even on a basic level (I have 6 installed, 3DSMax, carrara, gmax, Milkshape, Blender, sketchup pro).

    I already model things for myself, mostly props and some environments it's the rigging and such that keep me away from clothing. That and the fact I make more in game addons and other 3D related commissions outside this community than I probably could in this small market keep me from digging deep and learning the rigging aspects.

    Lets see, if I could make anything effortlessly, what would I make for my renders, hmmmm. More skimpwear. Granted there is alot on the market, but the designs are pretty much the same and there is a whole world of ideas and styles not even touched. Same for heels. I own pretty much every sexy set of heels for V4 and since they don't autofit well, I am always looking for new ones for GF2 and quality releases are few and far between. Don;t need any male clothing, have enough for the amount of scenes i use males in. Don't do kids renders, at all, so no need for any kids items. Don't need everyday clothing as my idea of everyday is a bit more sexy than frumpy sweatpants around the house. Fantasy, sci fi clothing I like using, but the problem here is this, the amount of work involved in creating detailed designs, far outweighs the cost/time based on how often i would use it usually. I have to be able to justify the price of any purchase/time involved based on how much I might actually use it, not how much work went into it unfortunately.

    For the longest time there wasn't really any quality military clothing or equipment, so i started making my own and now there are several in the market,, enough to kitbash some doable outfits. Can't say the same for western wear. I have wanted to do quality western scenes for quite a while, gunslinger for David and a handful of others, but it's surprising there isn't more quality western clothing and equipment addons or a need/desire for them.

    I am with RCDeschene though, would love to see what "all" vendors would produce if everything sold well and items were based on creative ideas and not monetary based

    By

    FSMCDesigns FSMCDesigns August 2014 in The Commons
  • Dynamic models, non-human essentials, free...

    Dynamic: Created from formula, following rules of a structure, and bonded with external components to create a new unique component that is "built to desire".

    This is something I have always loved related to models and modeling. I do this, as well as others, manually. However, some things do not have to be manual.

    Models, for the most part, are basic structures. They have rules to form and often have specific expectations. For a primitive example (no pun intended), I will use something we all use, daily. A dresser. (Ok, most of us use them daily.)

    A dresser has a basic structure. The body which houses the drawers, provides structure for the top, sides, feet and trimmings, and the drawers which provide structure for its own trimmings, face and handles. The over-all structure, itself, confirms to standards that allow it to fit within doorways and provides some form of ergonomics. (Drawers not usually on the floor and deeper drawers being lower.)

    For the most-part, this is the generic structure of many other things that are similar. Night-stands, trunks, cabinets, tool-chests, etc...

    Though, as we are often inclined to be unique, it is common-practice to make every individual component as separate items, including the trillions of variations that are so subtle, you hardly notice them. Here is where my "suggestion" comes into play...

    Just like with the human models, (having that basic structure and rules), other objects can severely gain from this form of "compression". Saving a morph, as opposed to a duplicate whole model, is a form of compression, using recycling of unchanged components. However, unlike the human models, the models I am talking about would be dynamic themselves. (Human models could be dynamic, but that is a whole cup of tea that I don't want to try to swallow at the moment.)

    Here is the concept, using the dresser, again, as the example.

    You select the dresser-form. (Assume it is that specific of an object.)
    The dresser has ten inlay styles (3D shapes) available and ten graphic-styles.
    The dresser has ten top-trim styles (3D contours), and ten graphic-styles similar to the inlay.
    The dresser has five side-trim styles... (the four corners)... ditto to above...
    The dresser has seven foot styles...
    The dresser face is another component, bonded/inserted into this component...
    - The face has options for 1,2,3 stacked rows of drawers
    - The face has options for 1,2,3,4,5,6 columns of drawers, in each row
    - The individual drawer-spaces have the options to have covers or be left as uncovered space
    - There is an option for drawer-gaps
    - There is an option for solid-cover drawers (no face and actually just skips this drawer in the column)
    Back to the dresser... Now that it has a drawer sub-component to play with...
    The dresser-drawers have ten cover-styles... (basic square, trimmed, inlay, rounded, decco...)
    The dresser-drawers also have a sub-component style for handles (wood, brass, plastic, knob, latch)
    The dresser-drawers also have a sub-component style-position for the handles (Center, left-n-right, three centered)
    Optionally, some faces have specific variations. (Being swing-open with hinges, roll-out, being flip-down/up)

    All of the above being one actual formulated object, created from individual components that simply obey structure rules. These also possibly being interactive for manipulation. (Pulling the dresser wide would not just scale it, but optionally create more drawers that auto-fit, based on the style selected. Raising the height would add more rows of drawers instead of just stretching the drawers out of proportion. Keeping all the trims of the same scale, if it was "stretched" instead of "expanded with more drawers".)

    This can not be done with simple morphs, for most of the above... However, it is just a simple "adjustment" in the model to do all of this. The base-model itself (the components that are not "formulated"), consume little space.

    In the end, you have one "object" that can be turned into a million possible unique objects/items. This also helps when it comes to making "matching sets" with "similar variations", as each sub-component is not actually bound to any one model, and can be used anywhere there is a "knob" or "foot" or "inlay-top" or "trim" or "drawer".

    This is actually nothing new. CAD has used something similar to this for years, as-well-as google-sketchup-3D and many other programs. Often they are for stuff just as dull... Stairway generators, foundation generators, roofing generators, kitchen-cabinet generators...

    This is also the reason I believe the "base foundations" should be free, with limited base-variations. This gives us the ability to create all the unique individual style components that others can use to "build" what they need, without us having to build a 42-piece matching set of furniture, or knives, or street-signs, or lamps, or... yadda-yadda-yadda...

    There is even some cool "helper" options already available in daz, to aid in this. Same with hexagon and all other programs. (The script, nodes, and attaching meta-data that can be used to flag things like expanding segments and locked-scales, etc...)

    This would, however, require an actual "registered component ID" and naming-convention, with a similar matched catalog for ease of locating and matching "compatible" stuff and "similar styles", and "versions". (Unlike how the catalog is now, where everything is sort-of jumbled into one giant resource. Though, there are flags to isolate things like "V4 compatible", which is OK, but honestly, anything that specific should be isolated into a catalog only for V4 stuff. This would require a whole area just for dynamic component bases and component parts. You don't want to search for feet, and get human feet and dresser feet in a general search.)

    This could help give DAZ a little more of a tactical advantage over others, if it is done right. Not only for the users, but also for the content creators.

    By

    JD_Mortal JD_Mortal August 2014 in Product Suggestions
  • CAR AND BIKE LOVERS THREAD - MARK III

    usherstang said:
    i tried that betsy and some of the parts were missing

    Okay, just before you export the obj, from Sketchup, hit the edit menu, go down to select all, and once you have selected all, then try exporting.

    By

    GLWoodard GLWoodard August 2014 in Art Studio
  • CAR AND BIKE LOVERS THREAD - MARK III

    usherstang said:
    hey guys. i just got daz studio and i can't get my sketchup models to import into daz/ can you help me?

    That's because you can't import .skp files into DS, you need to convert the files to .obj!

    By

    GLWoodard GLWoodard August 2014 in Art Studio
  • CAR AND BIKE LOVERS THREAD - MARK III

    hey guys. i just got daz studio and i can't get my sketchup models to import into daz/ can you help me?

    By

    usherstang usherstang August 2014 in Art Studio
  • Anyone using this program: Pegasus 2.0? Edit: Need more help about making clothing!

    Miss B said:
    I like Fugazi's Silo tutorials as well. When I first got Pegasus 2, I couldn't find any tutorials other than the ones that came with the software. It's frustrating to know the tutorials are hard to follow because they're hard to hear without headphones, but I feel a little better than it wasn't just me and my laptop, and that it was actually the videos themselves.

    I don't use Pegasus much, as I'm a long-time Blender user, but I played with Silo's demo last year (always good to have a second modelling app for some things), and then was able to purchase it inexpensively last month, so I was glad I didn't uninstall the trial version when the 30 days were up. I actually got to model my first ever piece of clothing from one of Fugazi's tutorials.

    I have Blender but it seems very confusing although a free program. Wendy inspired me so much with the work she does and also used Fugazi's tutorials to learn from! If it wasn't for her, I would most probably never be interested. Apart from clothing my main aim are buildings to complete a town. If I do succeed I will give them away for sure. There are many great models but the prices are just crazy high, i.e. sites as 3DRivers and Turbosquid, etc. Although I am trying to learn SketchUp too via tutorials for this purpose.

    By

    launok launok August 2014 in The Commons
  • How to edit a few points that are "out of place", and make it permanent.

    Ok, I am trying to digest all of this... yes, I will post pictures of my progress.

    I will have to improvise a little. It was genitals I was working with. I will try to find another "object" that acts the same way. I think hair may work, which was another issue I was having, for another topic. I tend to use two hair-forms to get "fullness", one being a darker tight-cap and a fluffy outer-cap that is brighter, for realism.

    I keep reading about the (Content Creator Kit), but I can't actually find anything related to it, unless it is just all integrated and not mentioned in the new 4.6-pro version. (I did see that it said it was included if you have that version, but nothing is mentioned beyond that, and I am not seeing any of the controls they talk about for the "add-on Content Creators Kit".)

    Again, part of this is me, on the sharp learning curve. It seems like they reinvented the wheel here, and I am learning how to drive by jumping in the trunk, instead of the drivers-seat, using a joystick and 100 buttons, instead of a steering wheel, to drive. My problem is that I drive too many things... Z-Brush (3.5 and 4.0), 3DSmax (2012/2013), SketchUp 3D (4/5/7/8/2014), and trying to get back into the new Blender (2.71) since it now has Z-Brush similar function with infinite detail using the dynamic subdivisions.

    Please give me a day to check-out the resources and suggestions in the replies. Your assistance is greatly appreciated. (Just let me know if you want some of those HonorCoins.)

    By

    JD_Mortal JD_Mortal August 2014 in New Users
  • CAR AND BIKE LOVERS THREAD - MARK III

    I found a 60s Corvair 95 rampside pickup at the warehouse last night. Gonna see how it looks. Has a motor, flip up engine deck, doors open, side deck ramp, nice tire treads, and I think it has a rear tailgate that will lower also if I rig it too. Got a few more new cars from sketchup. I will post some renders after conversions.

    Get it here: https://3dwarehouse.sketchup.com/model.html?id=ua4f89f54-2141-471e-905e-c658acce69c9

    :-)

    By

    music2u4u music2u4u August 2014 in Art Studio
  • models using open street map data

    wendy♥catz said:
    Google Earth will give 3D images too if only one could save them as mesh

    You can download and save the Google Earth 3D terrain meshes via SketchUp, see the tutorial Here. It's using Rhino as the modeler to import to, but the principles are the same for any app. But it doesn't do the cities as in your pic above.

    Here's a quick render done in Studio of some Scottish hills.

    By

    Lord Majestic Lord Majestic August 2014 in The Commons
  • CAR AND BIKE LOVERS THREAD - MARK III

    betsy662 said:
    betsy662 said:
    Robert Freise said:
    betsy662 said:
    Workin for a Livin!

    Nice
    Like the truck but I think the steering tire needs replacing going to be a rough ride

    Yeah, I know, the mesh for that gta download is beautiful, but the tires are often something to be desired, I did use the tire texture that came in the TDX file, but for some reason, on the larger trucks, the tires are lousy.

    Okay, yes, the tires on some of the gta cars and trucks are really horrible, I don't know if it just has something to do with the talent of the creator, or if the game application really requires crappy looking tires, however, being of somewhat questionable talent myself, I simply went to the 3D Warehouse and downloaded some nice modern tractor/trailer wheels, of course I deleted the Alcoa Aluminum wheels, and was left with the tire to export from Sketchup as an obj, I feel they look a lot better!

    Yes they do!

    :-)

    By

    music2u4u music2u4u July 2014 in Art Studio
  • CAR AND BIKE LOVERS THREAD - MARK III

    betsy662 said:
    Robert Freise said:
    betsy662 said:
    Workin for a Livin!

    Nice
    Like the truck but I think the steering tire needs replacing going to be a rough ride

    Yeah, I know, the mesh for that gta download is beautiful, but the tires are often something to be desired, I did use the tire texture that came in the TDX file, but for some reason, on the larger trucks, the tires are lousy.

    Okay, yes, the tires on some of the gta cars and trucks are really horrible, I don't know if it just has something to do with the talent of the creator, or if the game application really requires crappy looking tires, however, being of somewhat questionable talent myself, I simply went to the 3D Warehouse and downloaded some nice modern tractor/trailer wheels, of course I deleted the Alcoa Aluminum wheels, and was left with the tire to export from Sketchup as an obj, I feel they look a lot better!

    By

    GLWoodard GLWoodard July 2014 in Art Studio
  • World Builder

    I remember seeing this
    only now learnt made using lightwave reading credits but is very much like Google sketchup in the modeling technique which was the first 3D modeling program I ever used.

    By

    WendyLuvsCatz WendyLuvsCatz July 2014 in The Commons
  • Why, Carrara, why?

    Hi, Magaremoto!

    Presto is really special engine and it would be fantastic to work with it directly from Carrara.
    I didn't know about accutrans. Seems to be interesting tool. I haven't any problem with exporting to 3ds from Carrara even models made in SketchUp exported to 3ds before. I import them to Carrara to tweak its mesh. Carrara imports 3ds from SU easy with textures and all the textures import well in Thea. The only thing I found is importing model to Thea with defined each and every shading domain. It is very important to do that in Carrara before exporting to 3ds because Thea groups items by materials.

    Marek

    By

    makma makma July 2014 in Carrara Discussion
  • Why, Carrara, why?

    The scene was modelled in Carrara 8.1.1, added the simplest materials possible without any reflectiveness or specularity and highlights except windows glass. Sky lightning rig was the only source of light. So?
    Rendering for one and a half of an hour ended with an error message - pic 1
    Exported the scene via 3ds file format into Thea Studio, added materials from it’s library and rendered in a quarter of 2000 x 1500 px picture using Presto MC engine using both CPU and GPU cores together on machine with Intel Core 2 Quad, 6 GB RAM and GTX 660 graphic card, WIN7 64 inside - pic 2
    Is there anybody to develop a plug-in for Thea Studio? Regular price for such plug-in for Thea Render is 69,50 Euros. They provide a tool to develop it; SDK for Thea, basic version for free. I could pay that price to have an access from Carrara to a wide variety of render engines: biased and unbiased, working on CPU alone or GPU and CPU together, very easy sky set-up, fine and simple material system and the ability to have photo quality full control visualization when building a scene thanks to Interactive Render working fast and accurate.
    Perhaps there will be a day of C9 arrival with all of these features on the board, but until this magic moment I would be very happy to work with Carrara with Thea together.
    I was the only person modelling in Carrara in a crowd working mainly in 3DMAX, SketchUp and VRay. It was a shock for them knowing that I had used Carrara. They thought that is was dead for years… Another shock was the time of rendering in Thea…

    Greetings, Marek

    By

    makma makma July 2014 in Carrara Discussion
  • Freebie: Japanese Manga Onomatopeia Mini-Library

    Greetings, Fellow 3D CG artists ! My humble freebies I present for your rendering ... pleasure or frustration, whichever is your experience with your software package.

    Cut to the chase.

    "Japanese Manga Onomatopeia Mini-Library" by Juniper Chew, July 2014.

    A simple and non-exhaustive collection of sound effects words seen in Japanese manga (graphic novels). This is just a sampling and you should copy only the item you need for your 3D scene, otherwise it makes no sense. You have to understand what the Japanese means, in order to use these effects correctly. Sorry, I am not translating for anyone. Please enjoy using them.

    Commercial renders OK; contents not for re-distribution.

    OBJ version:
    http://www.sharecg.com/v/76731/view/5/3D-Model/Japanese-Manga-Onomatopeia-OBJ-Format

    SHD version:
    http://www.sharecg.com/v/76730/gallery/5/3D-Model/Japanese-Manga-Onomatopeia-Shade-format

    SKP version:
    https://3dwarehouse.sketchup.com/model.html?id=uba1f7392-c5b6-4c6f-beee-0385febe20b9

    By

    ibr_remote aka infinity10 ibr_remote aka infinity10 July 2014 in Freebies
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.