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does anyone know about Daz3d?


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#1
ehye_khandee

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Is it useful at all in making NWN CC?

Link is here, and it is FREE for a limited time.

http://www.daz3d.com...t-is-daz-studio

and

http://www.daz3d.com...e-what-is-bryce

Bryce is the evolved form of the original VistaPro landscape rendering program.

Anyone have any experience with these?

#2
Rubies

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It's not really suited for gaming in general, more for artwork and renders, as the poly counts are astronomical. I toyed with it a little bit a long while ago, but not too much - potentially useful as a design aid.

Modifié par Rubies, 23 mai 2012 - 01:04 .


#3
henesua

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Bryce can be useful as a design aid as Rubies says, but not so much in NWN. Its primarily useful in conjunction with other tools. Its handy for creating height mapped meshes, and for generating skies. I don't see much value in its other capabilities.

#4
Leurnid

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Daz is a figure modeler, and is the evolution of 'Poser' as I recall.

There are a few people with CG-style portraits on the vault who use Daz3D.

Aside from that, you might be able to import the Daz figure models (not sure which format converters you would need) into Blender or 3DSMax, drop the poly count and segment the model to make new models, but the heads are probably the only thing worth the effort in the long run, and even so, I don't have any clue how much work that would be, or what the results would look like. I can't find any head (or other part) models that were attributed from Daz3D.

#5
Borden Haelven

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It's mainly used to create pseudo-pornographic images of pre-pubescent girls that paedo's can't get locked up for.

#6
Leurnid

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Borden Haelven wrote...

It's mainly used to create pseudo-pornographic images of pre-pubescent girls that paedo's can't get locked up for.


Yes, and that too.

#7
henesua

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Daz's limited ability to titilate aside, I recalled another use that I have put Bryce to (but photoshop has some similar utility).

In addition to heightmaps as a mesh it is possible to issue this information as an image file. This can be used for a number of purposes. For example, I've created some weird looking particles using those fractal routines.

#8
Jez_fr

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Daz exports as .obj which is read by all 3D software, but also in .dae or .fbx which you can import directly in Max. As for Gmax I don't know exactly but there's probably plugins for some of these formats.
As for poly number you can use the Optimize modifier in Max to somewhat reduce that or use various external plugins like Polygon Cruncher which is really good but cost some money (theres a trial period however).
The problem is more about adapting the textures which are often super large, and numerous.
However with some time and work that can be done.