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About Digital Art / Hobbyist William WMale/United States Group :iconteraiyukilove: TeraiYukiLove
 
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Deviant for 5 Years
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Prophecy by Davage003

Taken individually, each figure came out beautifully. Your lighting and the scene props all seem to work well together and don't look o...

Master and Student by ThreeElves

I like the lighting of your scene. Looking at it gives me the impression of an early morning with master and student. I like the way th...


Before I start, I want to say that sometimes you have to be able to give harsh criticism, even though you want to be encouraging. So wi...

A place to relax 3 by MichaelG1234

Man! As a fellow Octane User, I've got to tip my hat. The only thing that I would like to point out is that they reflections of the lig...

Activity


Guy Private Eye by will2power71
Guy Private Eye
"I believe the lady told you that you weren't welcome here..."

I'm a gumshoe, but I've got my pride. A workin stiff like me sometimes has to skirt the edge to make ends meet, but there are sometimes when you tuck and run .So when Val told me that Madame and her girls had run afoul of a rough bunch in with the mob, I knew it was gonna be trouble --maybe more than I was willing to take on.. Even so, I'm a sucker for hard luck cases. One look at the goods, and I knew Artie and weren't gonna turn this one down.
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Most of the people who see my artwork know that I work 95% of the time in DAZ Studio, but that is now coming to a close. Here's the thing --I love the DAZ studio models, and I've had a lot of fun with Iray and 3Delight over the years. My decision comes on the heels of DAZ Studio's move to Encrypted content. I'm not really down on Encrypted content as a whole, but the way they are implementing it has me concerned, and so I choose not to continue working with it. 

But let me get to the heart of what really pisses me off about the whole thing.  We've been asking for things for years as users of DAZ3D, Better cloth dynamics, Strand based hair, direct vertex manipulation, an animation rig for the figures or the ability to create one, particles --the list goes on and on. Not one of those things I mentioned or the hundreds of other user requests have been placed at the forefront of development. We're still working off ten year old cloth technology where other applications are running circles around DAZ Studio, and THIS is what they consider to be the most important thing. That tells me right there as a company, they have no interest in serving their user base in any fashion. Here you have other operations like Smith Micro and Reallusion and Luxology/The Foundry making at least an effort to give the users what they think we want, and the folks at DAZ Studio seem only to be interested in setting us up to become a captive consumer market. 

Stop the train. I want to get off.

Here's what I'm doing now. You might want to investigate other options but I think that I'm comfortable with Modo, Iclone and Cinema 4D, so that's what I'm going to stick with. I was a little daunted by the prospect of learning rigging, but as I think on it, if I spend a few months learning it now, then I can pretty much do whatever I want later on. But to those of us who don't want to take too long --both Cinema 4D and Modo and a lot of other 3D Packages offer you an Auto-Rig option of some kind.

I have tested Reallusion Iclone and I will say this. It's hands down the simplest conversion for DAZ Genesis, Genesis 2, and Genesis 3 figures available. (Genesis 3 requires some extra work because of the facial bones but it's doable in a short time.) Basically, a Genesis 2 figure converts in about 15 - 20 minutes depending on how proficient you are. Iclone offers Physics, Particles, Apex Cloth, Wind Dynamics, etc. About the only thing I don't like about Iclone right at the moment is the lack of a full on animation rig in the view port. You have to select the bones by the puppet tool. There's no way to assign a Hotkey to a bone, so you're pretty much stuck with that for now. It may be better to set up the scene in Motionbuilder, Ikinema or Akeytsu, animate the motion there, and then bring it back into Iclone to render. I also like it because there is a plugin for Perception Neuron Motion Capture or Kinect Motion Capture. The renderer is not as advanced, and despite the advertising, you're wasting your time with Indigo Render if you want to use it for animation. (You basically have to do the render in Iclone frame by frame and send it to Indigo in order for it to interpret the frames and give you a usable output. It takes about 3 times as long...)

Right now I am investigating Modo ACS 2. Basically, I'm not trying to rig every male and female character from scratch, so a system like this offers me a very standard biped Rig for all of the major muscle groups needed for animation. That means the only thing I really have to work out is rigging the mouth, brows and the tongue. The thing about a setup like this is that I only need the geometry. I'm not trying to import anything other than the mesh from DAZ Studio so Genesis, Genesis 2, or Genesis 3 doesn't matter anymore -I'm free to work with any mesh regardless of generation. One of the other key considerations is that Modo can accept garment animations directly from Marvelous Designer, meaning that I can actually put them in clothing that looks realistic when they move. The last reason I'm going to list is that I get real strand based hair that doesn't look like geometry faking at being hair. , or if I want to fake it, I can experiment with geometry and shaders that will be able to be rigged and animated with dynamics in order to achieve a more realistic look. (Posing hair in DAZ Studio is a nightmare!)

I am also looking at Cinema 4D. Now this one is kind of a horse of a different color. It offers two alternatives right now --you can use the Lumiere Rig Tools to transfer the weights of a DAZ skeleton to Any Character Object. It takes a little more time, but it's pretty comprehensive. I've had some trouble with manipulating the bones in the character object, so I've put it on hold until I can work out what I'm doing wrong in R17. The other alternative is Cactus Dan's Rigging Tools. The Cactus Dan approach is to convert the existing bones to Dan's Bone system, where you can develop your own animation rig and apply it. This one is way more like actual rigging so if you're not prepared to spend some time working it out, then look for something else. It is not for the faint hearted, but it's the most comprehensive conversion. If you convert Genesis 3, it will convert all the bones including the facial bones , but you will have to ad control points to the facial skeleton on your own --there's no guide on how to do this so you'll have to learn to rig it. Theoretically, if you set the control rig up on it's own, you would be able to apply it to another imported Gen 3 Figure  and all you'd have to do is adjust the location of the controllers. Honestly, though I think it would be much better all around for you to re-rig the whole thing from scratch and just adjust and re-use the rig, rather than work out all of the differences between the Genesis 3 skeleton and the Cactus Dan Rigging tools. 

It simply boils down to this. I'm tired of waiting for DAZ Studio to implement the things that are available when I know those things can be had elsewhere. I'm tired of being limited by no dynamics, no physics and no particles. It's not a tool for that and it doesn't look like it ever will be so why keep wasting time working with a tool that doesn't give you the functionality that you need? This is my personal choice and I don't recommend it to anyone who's just doing still renders. So when you see pictures to come and they look like Models from DAZ --know that the shapes do come from DAZ Studio and that I'll always be greatful to them for all the great content they've provided, but as a hobbyist who aspires to animate, it's time to move on to something a bit more robust.  I'm testing out Cinema 4D, Iclone and Modo. I will let you know which ones I settled with and why when I'm sure of it. 
Octane Test in Cinema 4D by will2power71
Octane Test in Cinema 4D
I did this as a test of speed and quality for an Octane Render in Cinema 4D. It's just a quick and dirty test with no octane shaders applied to anything but someone asked about the render speed. This took 35 seconds from the time I hit the render button, to the time the finished image was displayed.
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Left 4 Dead -Ellis in Iray by will2power71
Left 4 Dead -Ellis in Iray
The Left 4 Dead Survivors are some of my favorite Characters when it comes to 3D, and my daughter and I have spent hours playing it together. Yesterday we watched a youtube movie that made us heartsick. So as a proper response, we're going to make our own AMV that totally rocks. In order to do this, I'm at the drawing board working on making versions of the Left 4 Dead Survivors that are a bit more animation ready than just using the game assets. In order to do this, I had to see how real we could get with the characters. I was testing the quality of the of the existing skin textures and this came out    
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Trinity by will2power71
Trinity
This is what I was aiming for from the beginning. I've been a fan of the big 3 for 35 years. I don't think it's finished yet, but the test renders are very encouraging. Superman, Batman and Wonder Woman have always been at the core of DC comics and have been among my favorites. Believe it or not, I have almost the entire run of George Perez's run on the Wonder Woman comic. 

So I wanted to do them justice, pardon the pun. I did not try to make them overly muscled or exaggerated, but I wanted to capture the essence and I think I'm getting close. I actually need to re-tweak the capes for them. I'm thinking about taking them into Iclone so that I can get some wind effects on a dynamic cape. We'll see --it looks really promising.

Rendered in DAZ Studio 4.8
Iray Render
Softened the output in Paint.Net
No other Postwork    
Loading...
Most of the people who see my artwork know that I work 95% of the time in DAZ Studio, but that is now coming to a close. Here's the thing --I love the DAZ studio models, and I've had a lot of fun with Iray and 3Delight over the years. My decision comes on the heels of DAZ Studio's move to Encrypted content. I'm not really down on Encrypted content as a whole, but the way they are implementing it has me concerned, and so I choose not to continue working with it. 

But let me get to the heart of what really pisses me off about the whole thing.  We've been asking for things for years as users of DAZ3D, Better cloth dynamics, Strand based hair, direct vertex manipulation, an animation rig for the figures or the ability to create one, particles --the list goes on and on. Not one of those things I mentioned or the hundreds of other user requests have been placed at the forefront of development. We're still working off ten year old cloth technology where other applications are running circles around DAZ Studio, and THIS is what they consider to be the most important thing. That tells me right there as a company, they have no interest in serving their user base in any fashion. Here you have other operations like Smith Micro and Reallusion and Luxology/The Foundry making at least an effort to give the users what they think we want, and the folks at DAZ Studio seem only to be interested in setting us up to become a captive consumer market. 

Stop the train. I want to get off.

Here's what I'm doing now. You might want to investigate other options but I think that I'm comfortable with Modo, Iclone and Cinema 4D, so that's what I'm going to stick with. I was a little daunted by the prospect of learning rigging, but as I think on it, if I spend a few months learning it now, then I can pretty much do whatever I want later on. But to those of us who don't want to take too long --both Cinema 4D and Modo and a lot of other 3D Packages offer you an Auto-Rig option of some kind.

I have tested Reallusion Iclone and I will say this. It's hands down the simplest conversion for DAZ Genesis, Genesis 2, and Genesis 3 figures available. (Genesis 3 requires some extra work because of the facial bones but it's doable in a short time.) Basically, a Genesis 2 figure converts in about 15 - 20 minutes depending on how proficient you are. Iclone offers Physics, Particles, Apex Cloth, Wind Dynamics, etc. About the only thing I don't like about Iclone right at the moment is the lack of a full on animation rig in the view port. You have to select the bones by the puppet tool. There's no way to assign a Hotkey to a bone, so you're pretty much stuck with that for now. It may be better to set up the scene in Motionbuilder, Ikinema or Akeytsu, animate the motion there, and then bring it back into Iclone to render. I also like it because there is a plugin for Perception Neuron Motion Capture or Kinect Motion Capture. The renderer is not as advanced, and despite the advertising, you're wasting your time with Indigo Render if you want to use it for animation. (You basically have to do the render in Iclone frame by frame and send it to Indigo in order for it to interpret the frames and give you a usable output. It takes about 3 times as long...)

Right now I am investigating Modo ACS 2. Basically, I'm not trying to rig every male and female character from scratch, so a system like this offers me a very standard biped Rig for all of the major muscle groups needed for animation. That means the only thing I really have to work out is rigging the mouth, brows and the tongue. The thing about a setup like this is that I only need the geometry. I'm not trying to import anything other than the mesh from DAZ Studio so Genesis, Genesis 2, or Genesis 3 doesn't matter anymore -I'm free to work with any mesh regardless of generation. One of the other key considerations is that Modo can accept garment animations directly from Marvelous Designer, meaning that I can actually put them in clothing that looks realistic when they move. The last reason I'm going to list is that I get real strand based hair that doesn't look like geometry faking at being hair. , or if I want to fake it, I can experiment with geometry and shaders that will be able to be rigged and animated with dynamics in order to achieve a more realistic look. (Posing hair in DAZ Studio is a nightmare!)

I am also looking at Cinema 4D. Now this one is kind of a horse of a different color. It offers two alternatives right now --you can use the Lumiere Rig Tools to transfer the weights of a DAZ skeleton to Any Character Object. It takes a little more time, but it's pretty comprehensive. I've had some trouble with manipulating the bones in the character object, so I've put it on hold until I can work out what I'm doing wrong in R17. The other alternative is Cactus Dan's Rigging Tools. The Cactus Dan approach is to convert the existing bones to Dan's Bone system, where you can develop your own animation rig and apply it. This one is way more like actual rigging so if you're not prepared to spend some time working it out, then look for something else. It is not for the faint hearted, but it's the most comprehensive conversion. If you convert Genesis 3, it will convert all the bones including the facial bones , but you will have to ad control points to the facial skeleton on your own --there's no guide on how to do this so you'll have to learn to rig it. Theoretically, if you set the control rig up on it's own, you would be able to apply it to another imported Gen 3 Figure  and all you'd have to do is adjust the location of the controllers. Honestly, though I think it would be much better all around for you to re-rig the whole thing from scratch and just adjust and re-use the rig, rather than work out all of the differences between the Genesis 3 skeleton and the Cactus Dan Rigging tools. 

It simply boils down to this. I'm tired of waiting for DAZ Studio to implement the things that are available when I know those things can be had elsewhere. I'm tired of being limited by no dynamics, no physics and no particles. It's not a tool for that and it doesn't look like it ever will be so why keep wasting time working with a tool that doesn't give you the functionality that you need? This is my personal choice and I don't recommend it to anyone who's just doing still renders. So when you see pictures to come and they look like Models from DAZ --know that the shapes do come from DAZ Studio and that I'll always be greatful to them for all the great content they've provided, but as a hobbyist who aspires to animate, it's time to move on to something a bit more robust.  I'm testing out Cinema 4D, Iclone and Modo. I will let you know which ones I settled with and why when I'm sure of it. 

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will2power71's Profile Picture
will2power71
William W
Artist | Hobbyist | Digital Art
United States
Current Residence: Petersburg, VA
Favourite genre of music: Too many genres to list
Favourite style of art: Manga/Anime
Operating System: Windows 7
Favourite cartoon character: He-Man
Personal Quote: I'm old enough to know better, but young enough to do it anyway
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:iconejdm:
EJDM Featured By Owner Dec 2, 2015
Thanks for the fave! :)
Reply
:iconwill2power71:
will2power71 Featured By Owner Dec 2, 2015  Hobbyist Digital Artist
Yes, I really liked the texture work on this one. It's so otherworldly....
Reply
:iconejdm:
EJDM Featured By Owner Dec 3, 2015
Thank you! I really like this one too. She looks luminous
Reply
:iconsnowsultan:
SnowSultan Featured By Owner Oct 14, 2015   Digital Artist
Thanks for the favorite.
Reply
:iconwill2power71:
will2power71 Featured By Owner Oct 16, 2015  Hobbyist Digital Artist
You're certainly welcome. I just wish that DAZ would actually put together some of this stuff like they're supposed to. I'm glad that you're willing to spend the time and effort to help educate the rest of us. Many thanks!
Reply
:iconsnowsultan:
SnowSultan Featured By Owner Oct 21, 2015   Digital Artist
The community is usually pretty good about sharing information, but I think there's a whole lot of guessing when it comes to Iray. Those who can get good results rarely share them, and the settings being shared are usually settings you don't want.   ;)   I'm glad if I can make any sort of Iray-related tutorial that is useful and not just based on opinion. Thanks again!
Reply
:iconqcc-art:
QCC-Art Featured By Owner Jan 26, 2015  Hobbyist General Artist
A gallery of African Art from the QCC Art Gallery in Bayside, Queens:

qcc-art.deviantart.com/gallery…

And if you're in the NYC area...stop  by...love to have you visit!
Reply
:iconrafiqm:
rafiqm Featured By Owner Oct 12, 2014

Thanks for joining the :iconclub-street-fighter: Club

 

I wish you have lots of fun here, feel free to post your Street fighter work in our gallery, (remember to choose the right folder to place your work in :P)

 

Be sure you put the club icon in your journal to help spread the word! :handshake:

 

:bulletred: Art Submissions :bulletred:

When submitting your art for approval, please make sure it's in the proper folder.

For example, if your art is uncoloured or is unfinished, submit it under Line Art and Sketches, no matter how many characters it contains.

 

If it is coloured AND finished, then submit it to the character's folder, unless it fits one of the following criteria:

:bulletred: Contains multiple characters (then it goes under Group of Two or however many other characters it contains)

:bulletred: Contains multiple females (then it goes under Femme Fatale Group)

:bulletred: Is not drawn, but is of someone wearing a character's costume (then it goes under Cosplay)

:bulletred: Is a model or skin for a Street Fighter game (then it goes under Street Fighter Game Artwork)

:bulletred: Contains a character from Street Fighter and a character or characters from another franchise or franchises (then it goes under Street Fighter Crossover)

 

Any artwork placed in the incorrect folder will be delayed for authorisation by us and it could also be denied!

 

Thanks for joining  the club!!! :D

:iconclub-street-fighter:

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:iconblackbatfan:
BlackBatFan Featured By Owner Jul 26, 2014
Thanks for the Favo.
Reply
:icontheartributor:
TheArtributor Featured By Owner Jul 14, 2014  Hobbyist General Artist
Thanks for becoming a member of -> :iconworld-of-capcom-club: :iconexclamationpointplz:
Celebrating 4 years at dA!   Thanks for people like you who are making it possible.  :iconthumbsupplz:

Just remember to respect our rules,  treat each member equally, and show support for Capcom.  
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