A Literal Dragon Warrior. I made this character in Blender. Back in the day when I had hopes and dreams of becoming a 3d modeler for a game developer. Those dreams have be all but been crushed at the moment.
A cocky penguin dares himself to slide off a mountain with a steep cliff edge only to hesitate when it’s too late. My first short animation in Blender. What I thought would only take me a couple days, took almost 2 weeks.
If you enjoyed the animation, please share with friends.
A simple lighting and camera test.
One of my Homework Assignments
A fun little abstract animation involving 2d shapes
It’s done. It’s finished. My final animation project in class.
A very short film on the process of creating a 3D creature. This is not a tutorial. While I wanted to get into more complex topics such as UV mapping and Weight Painting, I was limited to 2 minutes so I could only fit in the basic process. This was my first animated 3d creature I had designed in Cinema4D. It was a fun project. I learned allot from doing this.
The skills I learned in AE and C4D made the class worth it.
For this painting I used my 3d humanoid dragon sculpture (spent about 5 hours on), rendered a shot with a interesting lighting setup and painted over it for a couple hours, adding color and details. It was a very different way to create a painting, but I could see how this technique could be useful to incorporate a object into a painting, a complicated object such as a car. However, like I said I’ve spent 5 hours on just sculpting the 3d model, so I question the time saving. However I am somewhat new to digital sculpting so it might just be my inexperience. Created in Sculptris and Photoshop.
“The Complete Guide the DAZ Studio” by Paolo Ciccone was provided to me by the publisher. I was intrigued by the book, since I haven’t seen many books dedicated to learning Daz Studio. Please note: Although I am certainty not a professional critic by any means, I was willing to give my best to make a solid unbiased review.
I will discuss each chapter of the book, and what I found interesting within.
I was going to skip the first chapter, being well antiquated with DAZ. But thankfully I didn’t because it showed me how to stop DAZ from loading the genesis figure in the scene at start up. I would always have to take that extra step in deleting that stupid thing. I been using DAZ for one year and didn’t even know I could do that. I feel like an idiot. The rest of the chapter covers the basics of adding a figure, adding clothing and hair, setting up the clothing to conform with the figure. and finally how to pose a figure.
Chapter Two focuses on customizing the DAZ user interface which is in my humble option one of the worst UIs to ever grace a 3d program. The author shows you how to change the interface to get more screen space and to make the program more bearable. He also shows how to customize the shortcut keys. Although I knew most of this stuff from tinkering with the settings. I do encourage anyone who is serious about working with this program to follow this chapter and save your self some headaches.
Chapter Three is the most important chapter for a beginner. The book shows you how to take a figure and pose it both the parameters and the gismos. One important point the author made, is ALWAYS use a reference for you pose. It is very easy to distort the model and make a pose the feels entirely unrealistic and uncomfortable.
Chapter Four is all about Morphs. Morphs are the meat and potatoes of DAZ studio. The book shows you how to take the base genesis mesh and turn it into different people and creatures using built in morphs. From a woman to a monster. I doesn’t go into detail on how to make you own custom morphs with a external 3d program. That is a disappointment. The true power of genesis is the ability to export the figure and modify it in an external 3d program. This allows you to make something unique that doesn’t look like it came from out of DAZ and Poser.
Chapter Five is about setting up your cameras and lighting in your scene and how to render them into an image.
Chapter six shares some websites where you can buy pre made content and how to install you purchases into DAZ. I’m not big into buying pre-made content. I enjoy making my own, or modifying what I have. This chapter also has some useful tips on installing for those who are beginners.
Chapter sever goes into more detail on how to control the cameras in a scene. How to organize your content in the content library. Especially useful in this chapter is how to import objects from other 3d software packages into your scene and getting it scaled correctly. It also mentions setting up the textures on obj files.
Chapter Eight guides you though the process of making a full scene and addressing how to fix issues with clothing not fitting the model and goes into more depth about adding materials and Uvs. Strangely enough this short bit is all the information on materials provided on the book. It would of been nice to have a complete chapter on the subject.
Chapter Nine concerns lighting. The author makes it clear for the reader not to use lighting just as a way to illuminate an object and makes a point that you can use lighting to hide things as well. Lighting is an artist tool that can make your scene more dynamic. It would of been nice for the author to go into more detail, as the information is rather basic.
Chapter Ten is solely concerned with the author’s own rending plug-in ‘Reality’. It uses the LuxRender open source renderer. Reality allows you to render more realistic images then the crappy built in renderer. Although he said he would be objective in this chapter concerning his own plug-in, he failed to mention his competitor’s plug-in Luxus.
Chapter Elven the author shows you, step by step, how to make a custom dress in a commercial 3d app called Modo. I was impressed with the author’s ability to simplify something so complex for a beginner. It shows how export the model out of DAZ to use as a reference, polygon modeling, slicing UVs, making texture maps. For a year now, I have been making morphs and customized clothing in Cararra and Hexagon. It was interesting to see his work flow compared to mine. The author bypasses setting up any custom clothing riggs, another missed opportunity.
Chapter Twelve, the final chapter focuses on animating your characters in DAZ Studio. I personalty hate animating in DAZ as I had so many issues with it. The chapter explain basic animation concepts such as key-framing.
Although most of content in this book I’ve already known from struggling with the program for a year. It would of saved a lot of frustration and time if I had this book when I first started using DAZ3D. I only wished the author would of went into more detail on making customized morphs. Regardless, the author’s writing is very clear and easy to follow. My hat goes off to him for his chapter on making custom clothing , that is a complicated subject that he has explained with relative ease.
I recommend this book to any beginner who is interested in using DAZ Studio to make 3d imagery, although I wish it had a bit more information on materials, and that he wasn’t so biased about his own plug-in. However if you a expert with DAZ Studio, you probably know most of what’s in the book already.
I was given a copy of this book to review by the publisher.
If you interested in finding out more information on the book, visit the Packt website at http://www.packtpub.com/the-complete-guide-to-daz-studio-4/book or on amazon http://www.amazon.com/The-Complete-Guide-DAZ-Studio-ebook/dp/B00FWIP0T6.
I know its a bit ad hoc to start another dragon model when I’m unfinished with the previous one but I got a little overwhelmed with it. I though I would get more comfortable with 3d sculpting by just doing a bust (a sculpture of the head) instead of the whole body. In contrast to the previous dragon model who I envision as a savage warrior, this dragon is a friendly chap. His name is Dean. He is a human-dragon hybrid. Since he is a ‘civilized’ dragon, his horns have been sanded down to avoid.. um.. accidental impalement. In a fantasy world he would be the type of dragon you would chat with at the water cooler at work, not the type you would fight to rescue the princess.. Stereotypes are boring. Why cant we have fantasy worlds where dragons are firefighters, trolls can be English gentlemen, and mermaids own pet stores? This model still need a ton of work. Three hours so far.
I brought my 3d sketch into Mudbox, a more professional 3d sculpting program. I was able use the Retopography tool to turn my sculpture into a quad mesh that was sculpt-able. So far after a bit of messing around was able to put a couple more hours into the figure. It’s far from done unfortunately and I need to finish my wyrm in a jar painting before I do anything else. I will attempt my first 3d illustration after by create separate models and then posing and combining them into one scene.
Because I am a student, Autodesk provides non-commercial 3 year licenses of their products to students. I wanted to learn Mudbox for quite some time. One thing I must say is that it much easier to use then zbrush ( I tried Zbrush a long time ago when they still had a trial version of their software. The crazy UI drove me insane! And I thought Blender’s UI made no sense. I have no clue if the new version has a improved UI or not). I also download Maya since my future class will requires that program.