Question about making Genesis items

GuruvarGuruvar Posts: 344
edited December 1969 in New Users

Hello,

I've made some comic related suits and armour in Blender. They look fine in Blender, but when I bring them into Daz, they look pretty bad. Daz seems to iron out all the details, even when I reduce the subdivisions. Are there any tricks to retain detail after bringing custom models over into Daz?

Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    Hello,

    I've made some comic related suits and armour in Blender. They look fine in Blender, but when I bring them into Daz, they look pretty bad. Daz seems to iron out all the details, even when I reduce the subdivisions. Are there any tricks to retain detail after bringing custom models over into Daz?

    Need more details, not less, for items to hold their shape in D/S. Well placed tessellation lines along edges, around corners, on the "rims" of raised surfaces, etc.

  • GuruvarGuruvar Posts: 344
    edited December 1969

    Thank you, sir. I actually started to do that, but I guess I didn't quite do it enough. It would be a great innovation if Daz respected creasing from other software.

  • BlumBlumShubBlumBlumShub Posts: 1,108
    edited December 1969

    Thank you, sir. I actually started to do that, but I guess I didn't quite do it enough. It would be a great innovation if Daz respected creasing from other software.

    I suspect that one major problem is that there's so much other software out there that DS for most users would end up with a lot of useless bloated coding, and of course someone would have to write all that coding so other innovations would suffer.

    Would love to see your comic-inspired suits though, always interested in seeing what people come up with :D

  • GuruvarGuruvar Posts: 344
    edited December 1969

    Hello. I've actually moved onto morphs for the time being.

    I've created a Mangog morph (and it works!), and morphs for four of Japan's Seven Lucky Gods. The gods are for a book I'm writing, but if I develop them enough I may release them to the general public.

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