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Is DAZ Hard to Use?

Galgano

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This is a legitimate question and not meant to poke fun at people or anything like that. I'm genuinely curious.

After playing quite a few games that use Daz3D models (and viewing even more sample images), I've started to notice that a lot of the character models have a lot of features in common with one another. Not just between characters in one game, but I swear I've noticed multiple games where the character models look almost exactly the same.

I was curious and looked up a tutorial on how to use the engine. The tutorial showed how to use pregen characters. They also showed that you can link two models together and use a slider to slide between the two models to give one model another model's characteristics. Using this method, you don't need to be actually skilled with modeling software, you can just let Daz do all the heavy lifting for you. But I suppose that is a double-edged sword. In doing so, the model kits that come packaged with the software (or are free on the marketplace) will get used more often. And since they get used more often, even if you're using a slider to adjust certain features of a character, they'll still resemble the base model quite a bit. And if one game does this, it will be fine. Each character can be mostly unique enough. But if every Daz game does this, then the 'samey' feeling starts to crop up more and more.

So, I guess my question is this: does Daz3D give you the ability to actually create 3D models in the engine, or is it just there to alter preexisting models? Is Daz3D hard to use beyond the model slider? I guess this is why I tend to like 2D art over 3D art. The majority of the time spent on 2D art is spent on creating the actual art. The majority of time spent on 3D art seems to come from how long it takes for the developer's computer to set the poses (some of which could use a few more critical eyes on them before shipping) and render the scene. 3D might be more graphically pretty, but having the same 5 actors in all your content because the same model bases are used will get old after a while.
 
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This is a legitimate question and not meant to poke fun at people or anything like that. I'm genuinely curious.

After playing quite a few games that use Daz3D models (and viewing even more sample images), I've started to notice that a lot of the character models have a lot of features in common with one another. Not just between characters in one game, but I swear I've noticed multiple games where the character models look almost exactly the same.

I was curious and looked up a tutorial on how to use the engine. The tutorial showed how to use pregen characters. They also showed that you can link two models together and use a slider to slide between the two models to give one model another model's characteristics. Using this method, you don't need to be actually skilled with modeling software, you can just let Daz do all the heavy lifting for you. But I suppose that is a double-edged sword. In doing so, the model kits that come packaged with the software (or are free on the marketplace) will get used more often. And since they get used more often, even if you're using a slider to adjust certain features of a character, they'll still resemble the base model quite a bit. And if one game does this, it will be fine. Each character can be mostly unique enough. But if every Daz game does this, then the 'samey' feeling starts to crop up more and more.

So, I guess my question is this: does Daz3D give you the ability to actually create 3D models in the engine, or is it just there to alter preexisting models? Is Daz3D hard to use beyond the model slider? I guess this is why I tend to like 2D art over 3D art. The majority of the time spent on 2D art is spent on creating the actual art. The majority of time spent on 3D art seems to come from how long it takes for the developer's computer to set the poses (some of which could use a few more critical eyes on them before shipping) and render the scene. 3D might be more graphically pretty, but having the same 5 actors in all your content because the same model bases are used will get old after a while.
Yes and no.

Yes because you need somewhat of a mid to high laptop/pc spec in order to make a render. Even my laptop can't keep up with the requirements sometimes but I
managed to pull through right now.



No, because there's a bazillion tutorials on setting up your scene, character poses, material assignment, lighting, environments etc. Like the most stuff I do is based on how

I want to set up the scene and through trial and error.
 
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Yes and no.

Yes because you need somewhat of a mid to high laptop/pc spec in order to make a render. Even my laptop can't keep up with the requirements sometimes but I
managed to pull through right now.



No, because there's a bazillion tutorials on setting up your scene, character poses, material assignment, lighting, environments etc. Like the most stuff I do is based on how

I want to set up the scene and through trial and error.
it is also expensive to use
 
I think the biggest hurdle in DAZ is it's complexity. It's not simple and it gets close to professional level software in capability. A few tutorials really help with the basics.

The next hurdle is getting models and assets. Those can definitely be pirated (and easily..), but with any level of piracy it's helpful to be know your way around a bit. Of course., even before a final render, there is actually using DAZ and getting a good looking scene.

Don't get me wrong, because I do not want to discourage anyone that's willing to spend a few hours learning something new... There are a ton of tutorials out there.
 
I tried to get into Daz for a little bit but had to stop on the same day because I have a AMD GPU and they use a Nvidia engine, so that's the first thing you have to check, for the little bit I used, I found much easier to use than SFM for example, while in SFM you have to actually pose the characters in Daz all I had to do was use the sliders.
 
I tried to get into Daz for a little bit but had to stop on the same day because I have a AMD GPU and they use a Nvidia engine, so that's the first thing you have to check, for the little bit I used, I found much easier to use than SFM for example, while in SFM you have to actually pose the characters in Daz all I had to do was use the sliders.
Yes. AMD gpu can be an issue. As I understand it takes much longer to render with AMD, but it's doable.

I've been meaning to try SFM. Personally, posing manually wouldn't bother me, it's just time-consuming. DAZ for me just isn't as intuitive as other software, or maybe I just learn differently.
 
I was more asking about how easy is it to make unique character models on account of a lot of the Daz models in games having a very similar look and body type. Does everyone just pirate the some body type models or something, give them a generic hairstyle, slap a mole on them somewhere and call it a day? The sliders may make it easier to use than SFM, but that also seems to prevent new custom creations from surfacing as it's a lot easier to use a premade base and add a couple extras, play with a slider here and there, etc.
 
I was more asking about how easy is it to make unique character models on account of a lot of the Daz models in games having a very similar look and body type. Does everyone just pirate the some body type models or something, give them a generic hairstyle, slap a mole on them somewhere and call it a day? The sliders may make it easier to use than SFM, but that also seems to prevent new custom creations from surfacing as it's a lot easier to use a premade base and add a couple extras, play with a slider here and there, etc.
You need a certain script to merge your preferred morphs/characters to a single character. There's also some custom pre-built face shapes for your character.
 
Yes. AMD gpu can be an issue. As I understand it takes much longer to render with AMD, but it's doable.

I've been meaning to try SFM. Personally, posing manually wouldn't bother me, it's just time-consuming. DAZ for me just isn't as intuitive as other software, or maybe I just learn differently.
I wouldn't recommend learning SFM unless you're doing for fun, Blender is the way to go, but I don't find hard or time consuming to manually pose a character.
 
I wouldn't recommend learning SFM unless you're doing for fun, Blender is the way to go, but I don't find hard or time consuming to manually pose a character.
Thanks. Blender does seem better, and seems like it would be fun overall.
 
If you're me it is... My biggest problem was not having the system for it or the money to buy one.
 
Not reading what others above said...
My take: It's easy. HOWEVER...there's a metric fuck ton of things to learn.

My very first DAZ image:

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Honestly didn't know what I fucked up. Took me a few minutes...but figured it out. I was using 3Delight mats instead of iRay mats. I use an nVidia card.
After I learned a bit more about lighting and posing....
I still wouldn't say I've mastered DAZ...but I like it.
 
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The tool isn't the hard part, it's having the right hardware to even get started. If it isn't high-end, then it's gonna be hard to produce anything good (and within the day).
 
I was more asking about how easy is it to make unique character models on account of a lot of the Daz models in games having a very similar look and body type. Does everyone just pirate the some body type models or something, give them a generic hairstyle, slap a mole on them somewhere and call it a day? The sliders may make it easier to use than SFM, but that also seems to prevent new custom creations from surfacing as it's a lot easier to use a premade base and add a couple extras, play with a slider here and there, etc.
Making unique characters requires a bit of knowledge in other programs.
You can use Blender and other similar software, and use a tool to import those models....but I honestly don't have that skillset yet. I haven't gotten that far...My Frakenputer has issues.
 
Daz is not a model creation engine, it is a model posing and rendering tool. Doing anything other than applying pre-made morphs and assets to a model then posing it is not really what the software is meant for. And animating in Daz is... not the best. You can take a Daz model, apply morphs, and get a SOMEWHAT unique model, but if you truly want to make it unique, you would probably want either something created in another software, then imported to Daz, OR take a daz model, export it into something else, like Z-Brush, model the changes, them import it back in.
 
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