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Published: 2019-10-15 16:16:11 +0000 UTC; Views: 3311; Favourites: 73; Downloads: 26
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Description
Star Wars: The Old Republic original character fanart commissionDaz Studio 4.12 Iray
Photoshop
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Comments: 19
tropbien34 [2022-07-31 10:44:25 +0000 UTC]
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MelissaGT In reply to tropbien34 [2022-08-02 00:49:50 +0000 UTC]
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miltj51 [2021-08-01 19:08:39 +0000 UTC]
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BubbleCloud [2021-01-15 22:07:25 +0000 UTC]
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MelissaGT In reply to BubbleCloud [2021-01-16 04:27:58 +0000 UTC]
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clokverkorange [2020-06-08 15:27:54 +0000 UTC]
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MelissaGT In reply to clokverkorange [2020-06-08 21:19:11 +0000 UTC]
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clokverkorange In reply to MelissaGT [2020-06-11 02:01:49 +0000 UTC]
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mrflamer [2019-10-17 09:36:10 +0000 UTC]
Great render. Love the atmosphere you created.
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CarlCG [2019-10-16 06:04:27 +0000 UTC]
OMG that looks amazing! I already know whoever ordered this commission has to be thrilled about it.Β
And to rehash the previous convo we had... you mentioned you wish Daz would release HD base models so you could sculpt at higher subdivisions and re-import back to Daz as higher resolution morphs. Yes I agree that would be fantastic, have you heard any talk of such a thing happening in the future? As strange as it may sound, normally even if I'm using a Daz model to start as base for a character sculpt, I end up redoing the textures/materials with other resources like Substance or Octane or import into Cinema4D. For some reason even though I can do all these other things, I couldn't get the Daz import/export of a resculpted morph to work for me using Morphloader Pro. I gave up pretty quickly when it didn't work for me though lol... and turned to my other resources. And I followed all the guidelines I read, like keeping the model at lowest Sub-D level Base and not using any Zbrush tools that will change the vertices count... but still with no luck. I'll have to go back and give it another shot sometime soon.Β
Hope all's well with you Melissa, I enjoyed talking with you before, and I love when you post your work, it's really a treat... everything you put up is superb, no exaggeration.
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MelissaGT In reply to CarlCG [2019-10-16 18:16:37 +0000 UTC]
Thank you! She was absolutely thrilled with it.Β
I actually have had terrible luck with Morphloader Pro. Thankfully, GoZ has worked for me...and works well. The big hurdle was making sure I didn't change the geometry count. I have one character who needs to have an HD sculpted face, and sadly, the only way I've been able to figure out how to do it without having access to those HD models is to turn his face into a geograft. It's a giant pain in the patoo, because if I had access to those HD models, I could just sculpt his face out and be done with it. The geograft gives it an entirely new level of complexity. I haven't heard anything about making the the HD models open to all...it would certainly be nice, but I would imagine their thought process is that it keeps people buying HD models on the marketplace. It's not like people would stop buying them. Most people, myself included, don't have that skill set, so we'd still buy. I just have one character who is from a video game that I'm trying to make for myself.Β
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CarlCG In reply to MelissaGT [2019-10-16 21:04:21 +0000 UTC]
Glad she was thrilled, so was everyone else who got to see it... I just happened to notice yesterday and today when I clicked most popular images on Daz- past 24 hours, your picture was holding the #1 spot both times... and well deserved.Β
Oh ok I gotcha, the GoZ plugin keeps disappearing from my Daz program for some reason... I keep reinstalling it but it doesn't install properly. I need to look more into that to see what the issue is. And yeah I see now why they won't publicly release HD base models... even if it isn't really reasonable for them to worry, I guess they have no incentive to release it since they won't gain anything from it. They could just sell it as a normal product though to ensure some profit. You're beyond me with the geograft thing though, I'm not familiar with the technique. What I was going to suggest I realize isn't going to work for what you want since I'm assuming you're trying to create a character to keep and use for future renders in various scenes/poses, which would make sense. A lot of times if I'm just making something for a one-time use, can just pose in Daz beforehand and export an obj with higher subdivisions, or increase the subD level once it's in Zbrush to do the higher detailed sculpting. Then if you wanted to render back in daz, justΒ GOZ settings in Zbrush--go to the polygroups menu and "auto group with UV" so it retains the same UV's it originally had so the textures can be reapplied if I'm understanding correctly. Of course without re-rigging the model, you're stuck with it in that one pose so it's not a reusable asset. So far though, when I export a sculpt from Zbrush I tend to do the materials with Octane or Substance Painter now that I got it. I totally agree with your sentiment though, as I'd seriously like to have a higher poly model to work with when sculpting and still be able to import/export with DAZ to do further character and scene work since that's where almost all my resources are.
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MelissaGT In reply to CarlCG [2019-10-17 02:27:06 +0000 UTC]
Oh yes, definitely would need to have him as a character preset. With GoZ, I noticed that ZBrush sometimes likes to forget where my Daz install is located...so I'd check there as a first stop.Β
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