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You are, relatively speaking, still a newbie to the forum, so you might not be aware, there are certain things you can or can't do.
Pictures aren't supposed to be over 800 pixels wide. This is for two reasons, one is that an oversized image won't be viewable by someone who has a much smaller screen, the other is to reduce stress to the forum itself. Larger images will make the forum behave slower.
Also, while I don't think anybody would begrudge an artist putting their signature on their own pictures, images can't have any link information. That would be considered SPAM.
On a critical note, were you aware you used a male horse for your female centaur archer?
Thank you for the heads up. I`ve changed the pics to links only. I didn't even think about the size of the images because my browser has an auto-resize function so it didn`t occur to me that it can be a pain in the a@@ to other people.
While I won't question the rules of the forum regarding spam, it is interesting that an original art containing the original author's main address is considered spam. Not to mention that the definition of spam is not even close to what is displayed on the pics... Regardless, I`ll make the necessary changes when I get home next week and upload the originals.
As for the centaur, yes, it is intentional. She is gonna be a very "polarizing" side character in my next VN.![]()
So these look a lot Less generic than most 3d art on here. What are you using to make them?
I hope the OP doesn't look on this as being a 'dis' by explaining for them.
Most likely, the program they are using is Daz3d/Daz Studio/Bryce
Daz is basically a scene program. You purchase a background, a body type, a pose*, clothing, furniture and then place all of the objects into the scene.
*You can morph (or modify) poses, and the body type as some poses and body shapes come with the basic program. However if the person is inexperienced, they can twist an arm, etc so far that the body takes on unrealistic shape. Also, if there is any clothing being worn, the clothing may start to look like it's "floating" instead of being worn. Some body types and clothing are made by amateur modelers which also accounts for the poor fit of clothing. Textures for the body are also either generic standard, or you purchase them.
For reference, all these "objects" that get loaded into a scene are quite expensive. A body can go for $10-20 each, poses can be equal or more, it depends if the pose is animated or not. There are "batch" sales that make higher costs more agreeable. However when someone uses a batch made from one 3D model fabricator, it's possible that they aren't modifying too much, and relying on the 3D model fabricator for setting all of the extents.
You also have the option of changing camera angles, light intensity, camera effects, dithering from grainy to high quality, etc.
Renderotica is one warehouse that supplies for Daz3d. Sometimes it's not a matter of how how realistic it is, but simply how much money you're willing to spend to get a huge catalogue of parts.
So these look a lot Less generic than most 3d art on here. What are you using to make them?
No problem. It is a very good explanation, although it only scratches the surface of what people can do with Daz if they have experience.
...
I have spent in the past 2 or so years around 1800-2000$ on assets alone.
That being said, all of the above is meaningless if the user doesn't get him/herself comfortable with lighting techniques, but that is another topic entirely.
And there is the postwork which is also essential to achieve the desired outcome (mainly with photoshop). Lastly, as you also suggested, it can become very costly if you don't know where to buy what. I have spent in the past 2 or so years around 1800-2000$ on assets alone.
Is it possible to get the parts for less money than that? Are there any free sources of objects/bodies,etc. for Daz?
What do you mean by postwork?
DAZ (one of the hardest free programs to obtain, in my opinion. I had to wait about a month for some reason, and every time I tried to download it, I was told I already had) comes with basic loaded shapes and several basic "people", poses, and a scene or two. Poses you can modify generally speaking. Ex. You can change a hand raised high down to putting the hand on their chest. It's tricky, complicated and very involved but it can be done. How natural is the pose going to look? That depends on how much tweaking of the pose you do.
What is involved to doing that simple hand gesture change:
you have to swing the arm down (very hard to do because the shoulder socket swings in 720 degrees (it not only swings in (almost) 360 degrees on the metaphoric x and y axis, but it also swings out (okay not another 360, but more like 180 degrees) on the metaphoric z axis.
you have to bend the elbow (easier because that joint only bends in two directions)
You have to rotate the wrist (like the shoulder, it bends 6 directions - much less, but regardless)
You have to move each finger and each phalanges of each finger Phalanges only bend in two directions, but fingers can bend in four directions.
You have to do all the above and try not to make a "conflict" (there's a proper term for this, but I forgot it)- it's where the hand looks like it's going into the chest. This is probably a bad example because I don't believe a body can "conflict" with itself, but another body can, or a body can with an object. Will the earth go "boom" if you do that? no, but people like sr71pilot will shame you down until you feel like a dust mote for doing it "wrong" and make you feel like you should never do any modeling ever again.
So, that's just one arm. You can move the head, neck, eyes, facial expressions (I believe there's a bunch of preloaded expression you can load to simplify that task - it's been about 4-7 years since I worked on daz), and any and all joints of the human body. You have a couple of different hair styles and hair colors, basic clothing. etc. There are some additional free objects/poses/etc that you can download to your DAZ catalogue.
You can quick-change a body from lean to fat (with a slider scale), likewise you can change a body structure from waif-ish to muscular, and from short to tall. I think you can also change age the same way, but It's been a while since I used it. There were several "quick changes" you could do to the body shape.
If you know how to use gimp (I haven't forgotten, but other "real-life" things keep coming up. Sorry) or other programs like photoshop, then you can make your own textures (to make skin textures (Black, White, Asian, etc)) (free).
If you know how to use Sketchup, or Blender, or 3D SMax, then you can make up your own models to add to a scene, and increase your DAZ catalogue that way (free). tbpq1 uses zbrush and blender (I think zbrush may be free, blender definitely is), while I use SketchUp(free*), Blender(free) & Sculptrix (free)).
*SU has a freeware, and payware version.
That sets up a "scene," but a scene isn't a 2d image yet. You have to export it to a program that will make the 3D scene, into a 2D image (I used DAZ Studio (free and inclusive), I think tbpq1 uses Lightroom (I've never used that program)) I think you can do some slight modifications to the scene for like sun location and light intensity in DAZ Studio.
Okay, so now you have a image rendered by one of the programs. Post work is where you edit the image for "disparities" (another proper word I've forgotten) that sometimes pop up in the render process. You might also artistically add to the image to make it more than it was. Increase light or shadow, etc, etc, etc.
If you get enough images produced with slight changes in gesture, etc, you can use render and postwork software to make a 3D animation.
Warning: not all computers can do all of the above. If your computer starts smelling like burnt coffee, then you're taxing it's limits.
A little on hardware: Not all computers are built alike. I'm saying beyond "expensive" and "cheap."
A gamer computer can't do 3D modeling (without shortening the life of the computer) likewise in reverse, you can't play games on a graphic computer. Both are expensive, but "the right tool for the job" applies.
I know how to extend the life on both computers to wring every last minute of life from either, but it's still a shorter life, (which I don't recommend).
At the very least, a graphic computer should be liquid cooled, with fewest single processors (usually an i7 or i9), a large amount of ram (the more the better) I prefer a SSD, but that isn't mandatory for system software, and a secondary "storage" drive (not a different partition on the system drive), and an awesome video card. Some video cards are more dedicated towards graphics while other hardware is dedicated to gaming.
Don't be fooled, gaming graphics is different than graphic graphics. A gaming computer changes it's graphics at a quick rate. A graphic computer is meant for pinpoint accuracy, and made to endure the "burn" of working on a single image for a lengthy time.
Some people say that integral hardware is better for graphics work, as it's "quicker" which is true, but integral hardware can't be changed when something burns up. Then you have to buy a whole new motherboard, etc. Also, integral hardware is usually not that highly rated. About the only thing you can do with integral hardware is the sound card, as you don't need that special a sound card for graphics work, while you'd want a snappy, hot sound card for gaming to make your ears bleed.
In fact the main difference beyond that, between the two is the gaming computer has a different video card, and a i3-i5 multiple, multi-processor.
Graphics and gaming computers will generally run between $2,000 - $8,000 dollars (or more (I've designed graphics computers that were $40,000 to 100,000, and they can go ever higher still). You can do office software on either, but it's a waste of resources. Your average office computer will run around $200-500. Anything more than that and you're being ripped off.
Can you run some basic graphics on an "office" computer, Yes, but again, the more you use it for that purpose, the shorter the lifespan will be (more so than using a graphics for gaming and vice-versa).
I hope that wasn't too much info all at once. I glossed over a few points, and I'm a little rusty on others, and remembering proper terms, but that's the gist of it.