losbadhombres

losbadhombres OP t1_iujb3us wrote

Yes, I definitely understand the hesitation with DAZ. I've been using it for years and have learned to improve on it a lot. If I were to start again, I'd probably pick up ZBrush a lot earlier and try to master that. DAZ is simple but limited, whereas ZBrush has a steeper learning curve but gives you much more control.

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losbadhombres OP t1_iui853y wrote

I didn't not sculpt from scratch, like in Zbrush. I use DAZ studio, Cinema 4D and Octane render as the main programs along with other plugins. I create the model in DAZ which is actually pretty simple, pose the model in the program and then export to Cinema 4D. I then build the scene around the imported model. I have an Octane Render plugin for C4D that I use to light and texture the whole scene. For me, the lighting and texturing is the where 90% of the work comes from. One skin texture alone is made up of 16 or so maps plus several hundred other parameters.

I also use a particle system like XParticles to simulate and create dynamic cloth. That can also be tricky because it's following the built-in physics engine so you have to keep fiddling with it to get it the way you want—such as adding turbulence here and tweaking gravity there.

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losbadhombres OP t1_iui3pjv wrote

You're right. Thank you for pointing that out. The compression stuff throws me for a loop sometimes. Looked back at the file and realized that I should have compressed in photoshop as Bilinear, but I think it was set to Automatic and that's why it looks faux-sharp in some areas and has that boxy-looking compression around the face specifically. I learned something today. lol

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