New to daz 3d

Heloo hello i hope i can ask questions here i want creat a 3d character so i came to daz to save me time on the sculpting but. Have some questions 

1- what is the diff between 9gen and 8 gen and are add ons for gen 8.1 compatible with gen 8 ?

2-can i make changes to the model after i import itto blender changes to shape, color and meterial?

3-what exactly do i need to make a hyper realistic  character in daz i want to make a 4k res character 

I am very new to this site so i am sorry if i am not allowed to ask here

Comments

  • crosswindcrosswind Posts: 6,926
    edited February 2023

    Welcome! Certainly you may ask questions here, but to be honest, it might be quite wordy to answer these ones~ Suggest you first of all go to Daz youtube channel to build basic knowledge. Vidoes from some Daz veterans / gurus / PAs in there could be pretty helpful as well. Then some domain knowledge / skill will be also needed, for instance, if you wanna use Daz + blender...

    Post edited by crosswind on
  • DartanbeckDartanbeck Posts: 21,551

    3-what exactly do i need to make a hyper realistic  character in daz i want to make a 4k res character

    All of the Genesis line have 4k res from Genesis, Genesis 2, 3, 8 and 8.1 - Genesis 9 is 8k

    Now sure how you plan to "Make a Character", but a great way to start is to look at the Characters available at the store, find one that you think might make for a great start.

    I'll grab one because I really like the overall look: the shape, etc., and perhaps another because I like the texture options.

    I've always had to use the main Daz 3d shapes morphs to get mine how I like them, like Face Shapes, Body Shapes and Muscularity morphs for which ever base figure you end up using - again, the character that strikes you most wil;l give a clue as to which base.

     

    Genesis 8.1 was the first line to include the Face Control widget, then they made an add-on for Genesis 3 and 8. Genesis 9 has FACS morph dial built right in and is both Female and Male in one figure.

    Genesis 3 line was the first to start getting Iray shaders, I think. At least as the base figure. Genesis 3 also introduced dual quarternion skinning, and a slew of other changes.

     

    Every generation of Daz figure steps deeper into future needs for filmakers and game designers - if that helps. However, when a new generation begins, like Genesis 9 just did, it'll be harder to find all of the content you need to finish the character - hair, costume, pose/animation files that work with that generation, etc., So older generations generally have a lot more content available for them.

     

    Take a look around. Try the filters in the store on the left to specify a specific figure and take a look at what's available. That right there is often a great way to start deciding what you like most.

    Daz Studio comes with the base kit for every generation of Genesis, so you can have a look at how well you like working with them before you decide to spend anything too. 

     

  • DartanbeckDartanbeck Posts: 21,551

    Also starting with Genesis 1 is the ability to interactively define the level of SubD directly in Studio. Blender will be a different story. You'll have to check out the Blender forum here at Daz - they are quite enthusiastic and full of help. I've used both the fan-made and the official bridges to Blender and thought they both worked well. But Daz Studio with Iray makes for some really nice renders! 

  • crosswindcrosswind Posts: 6,926
    edited February 2023

    Dartanbeck said:

    3-what exactly do i need to make a hyper realistic  character in daz i want to make a 4k res character

    All of the Genesis line have 4k res from Genesis, Genesis 2, 3, 8 and 8.1 - Genesis 9 is 8k

    Actually there're only five 8K detail normal maps coming with G9 starter package ~ A Victoria 9 HD uses 33 texture maps as default, four 8K detail NM, the rest of the maps are 4K, 2K, 1K.
    If they're all 8K, rendering a scene with V9 might be a nightmare for many people ~ crying  So far I've seen no 8K map in other G9 characters' products as well as Merchant Resources ~ It's a good thing...

    Post edited by crosswind on
  • oss123453 said:

    Heloo hello i hope i can ask questions here i want creat a 3d character so i came to daz to save me time on the sculpting but. Have some questions 

    1- what is the diff between 9gen and 8 gen and are add ons for gen 8.1 compatible with gen 8 ?

    2-can i make changes to the model after i import itto blender changes to shape, color and meterial?

    3-what exactly do i need to make a hyper realistic  character in daz i want to make a 4k res character 

    I am very new to this site so i am sorry if i am not allowed to ask here

    You can make excellent characters in Daz. Genesis 8 is a good starting point as there are tons of resources. Genesis 9 is remarkable, but very new so there are fewer products for it. 8.1 is kinda like a spare saucepan. You never really need it. I would say that if you want to create your own character, start with gen 8 and then use shape tools, or load up a pallet of Genesis 8 characters and have fun mixing. You could go years just sculpting in Daz. What kind of computer do you have by the way? That might be a consideration as Daz tends to demand a strong setup. Welcome and have fun!
  • marblemarble Posts: 7,500
    edited February 2023

    Speaking personally, I never use characters in the form they are purchased. By that I mean that I buy them ether for their skins or as a starting shape. I have several morph and muscularity packs which can be used to create as many unique characters as my imagination will allow. I posted a few examples here:

    https://www.daz3d.com/forums/discussion/250896/a-few-to-view/p1

    Several of those examples are mixing realistic characters with stylized toon characters - I posted them to show what can be done just by morph-mixing using the parameter sliders - no Blender or ZBrush required. Of course, if you are skilled with sculpting brushes, then there are no limits. I am not so skilled and this is just a hobby so please don't see my efforts as representative of what is possible.

    I work with G8 mostly. One or two G8.1 but no G9 (I don't see a need for G9 at all).

    Post edited by marble on
  • crosswindcrosswind Posts: 6,926

    marble said:

    Speaking personally, I never use characters in the form they are purchased. By that I mean that I buy them ether for their skins or as a starting shape. I have several morph and muscularity packs which can be used to create as many unique characters as my imagination will allow. I posted a few examples here:

    https://www.daz3d.com/forums/discussion/250896/a-few-to-view/p1

    Several of those examples are mixing realistic characters with stylized toon characters - I posted them to show what can be done just by morph-mixing using the parameter sliders - no Blender or ZBrush required. Of course, if you are skilled with sculpting brushes, then there are no limits. I am not so skilled and this is just a hobby so please don't see my efforts as representative of what is possible.

    I work with G8 mostly. One or two G8.1 but no G9 (I don't see a need for G9 at all).

    I almost do the same just like you, esp. mixing realistic and stylized characters is a fun~ Sculpting tool for me is not a must to have, but there're quite a few characters / shaping morphs have problems or defects, I have to fix them out of Daz. Mesh Grabber helps me a lot but it's not able to handle all the cases~~

  • DartanbeckDartanbeck Posts: 21,551

    Yes. Me too. I even use Affinity Photo's really cool clone layer features thingy... can't remember off hand what it's called, and combine textures from different products.

  • marblemarble Posts: 7,500

    Dartanbeck said:

    Yes. Me too. I even use Affinity Photo's really cool clone layer features thingy... can't remember off hand what it's called, and combine textures from different products.

     

    Oooh goody ... I have Affinity Photo too. If you remember more about it, let us know please.

  • DartanbeckDartanbeck Posts: 21,551
    edited February 2023

    marble said:

    Dartanbeck said:

    Yes. Me too. I even use Affinity Photo's really cool clone layer features thingy... can't remember off hand what it's called, and combine textures from different products.

     

    Oooh goody ... I have Affinity Photo too. If you remember more about it, let us know please.

    Found it!

    This is the instructional video I was inspired from, though it's being used for a different purpose. So first, watch the video:

    Now, for what I was talking about, our stack can be made up of texture maps for different character who match in UV - like characters made for Victoria 8, for example. 

    With them all in the stack, I can isolate which parts I want to keep in the final map. In his example of putting the bus back into the scene, he's painting white into a mask rather than erasing the unwanted parts. This makes for a completely non-destructive workflow as we're not actually changing anything, just masking it out.

     

    Further, I need to tone match each image used because they always have different skin tones - even if only slight. So I pick my favorite and carefully adjust all others. The one that I like the best has always been the most prominent image (the one that leaves behind the most pixels) so it's never been that hard for me to do this by hand with a simple color correction.

    Post edited by Dartanbeck on
  • marblemarble Posts: 7,500
    edited February 2023

    Dartanbeck said:

    marble said:

    Dartanbeck said:

    Yes. Me too. I even use Affinity Photo's really cool clone layer features thingy... can't remember off hand what it's called, and combine textures from different products.

     

    Oooh goody ... I have Affinity Photo too. If you remember more about it, let us know please.

    Found it!

    This is the instructional video I was inspired from, though it's being used for a different purpose. So first, watch the video:

     

    Now, for what I was talking about, our stack can be made up of texture maps for different character who match in UV - like characters made for Victoria 8, for example. 

    With them all in the stack, I can isolate which parts I want to keep in the final map. In his example of putting the bus back into the scene, he's painting white into a mask rather than erasing the unwanted parts. This makes for a completely non-destructive workflow as we're not actually changing anything, just masking it out.

     

    Further, I need to tone match each image used because they always have different skin tones - even if only slight. So I pick my favorite and carefully adjust all others. The one that I like the best has always been the most prominent image (the one that leaves behind the most pixels) so it's never been that hard for me to do this by hand with a simple color correction.

     

    OK - I think I get what you are doing but I am surprised that skin tone matching doesn't make it all but impossible. I find it very difficult to match tones whenever I've tried to mix areas of skin.

    Post edited by marble on
  • DartanbeckDartanbeck Posts: 21,551

    Not me. But I used to have to do it a Lot when I was younger. My little sister and I have always been color gurus - comparing our pallettes to show how we'd have entirely different processes to come up with the same color.

  • DartanbeckDartanbeck Posts: 21,551
    edited February 2023

    Dartanbeck said:

    Not me. But I used to have to do it a Lot when I was younger. My little sister and I have always been color gurus - comparing our pallettes to show how we'd have entirely different processes to come up with the same color.

    In my texture map example, we can use temporary masks (when done, simply delete the temp mask from the layer) to be able to see all maps at once. Then start selecting one at a time and 'fixing' it to match the one we're after.

     

    Changing hue is often easiest to do before changing brightness, gamma, contrast, etc., Get the hues to be the same - or really close to it. Then work on the saturation, value, brightness, gamma, contrast, etc., 

    To bring out a bit of detail, if one doesn't have enough to match the target, use the High Pass Filter. Start with a value of around 1px and use "Soft Light" blend mode. Now tweak the px strength until you get the details you need.

    Post edited by Dartanbeck on
  • RafaelRafael Posts: 136
    edited February 2023
    2-can i make changes to the model after i import itto blender changes to shape, color and meterial?

    3-what exactly do i need to make a hyper realistic  character in daz i want to make a 4k res character

    2. If you want to bring your model back to Daz, let's say to add clothing or hair, you probably want to think in terms of Morphs. Look for tutorials on the Daz youtube channel about that.

    If you want to stay on Blender, of course, you can change the materials. But in that case, do not just export as Obj, use the Daz 2 blender bridge. That will make some shader materials with different nodes. You will need to tweak them on Blender.

    There is another option, it is a Blender Importer from Daz. I think the shader nodes are easier to tweak because it uses standard nodes. http://diffeomorphic.blogspot.com/p/daz-importer-version-14.html Look for some youtube videos about it.

    3. I am not sure what you mean by 4k res character. Probably you are referring to the size of the texture maps. That is a really broad question. You probably need a lot of skills in sculpting and painting, not only diffuse maps but also normal or bump maps. You need to add imperfections, probably even to deform them a bit the teeth. Etc. you probably need some months (or years) of practice. Probably it is better to find some starting points in the Daz store. There are some things like face transfer or other utilities to start.

     

    Post edited by Rafael on
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