Sky's Art Emporium
Hello my name is Dave. I've been using Daz Studio for about 4 years but never really posted many of my renders anywhere. I have a few old renders in my Daz gallery but that's about it. I figured I'd create a little space here to show some of my work in progress stuff and a few final renders. The majority of the final renders will eventually be going into my main Daz gallery.
For the majority of the time using Daz I was just amassing different morphs and characters and messing with them without doing much rendering. So, sometime last year I took a step back and asked myself what I wanted to do with all of these assets. I decided I wanted to revisit an old sci-fi universe I had created years ago while still in high school. Clean up the characters a bit revise backstory and ultimately create either a web comic or graphic novel. I built some custom assets, used some from the Daz store and started building the opening set piece. But I ran into an issue earlier this year when building the scene in Daz Studio, it couldn't handle the foliage because I went a bit overboard on that detail. I tried to scale the scene back but wasn't really satisfied with the output and needing multiple scene files.
Then I remembered I purchased an Unreal Engine master class made by DarkEdgeDesign and just kind of saved it for a rainy day. It's been a while since I've used Unreal Engine and was quite surprised that a lot of the functionality I remembered was still there just in a different UI layout. It didn't surprise me that unreal was able to handle the set piece I had built since it is a game engine after all. But the real question I had was how well it would handle my characters. So after much trial and error... a lot of errors... redoing exports many times, and watching DarkEdge's master class over and over. I was able to get a bunch of characters into Unreal with the Daz to Unreal plugin.
To start this art studio off with some artwork I'll add a current wip.
This is the Archane family. From left to right you have Aria, Ionos, David and Amy. This render was mainly a test for the character movement in the upper body, checking for any strange mesh errors in the arm pits and elbows. I only found a small instance of poke through on Ion's sleeve that I covered up in photoshop so not bad at all I think. The expressions also work and even the JCM's are present in the elbow bends.