Has anyone ever used Daz3d?

Looks a lot like MakeHuman but better. But I mainly want to use it for quick rigs, maybe some character bases or quick prototyping for stuff. I’ve seen a few things from my search, but there’s surprisingly little info on that package.

If you ever used it, what’s your take on it? What’s the catch for being free? Are the rigs any good? They got morphs? If you spend enough time can you get a better result than an EQUAL amount of time in Maya/Max/Blender/etc. I know that it can’t replace a dedicated modelling solution, but I have Maya LT and that thing doesn’t support ART toolset. And while QuickRig is pretty good, and flinging hipolys from Mudbox to Maya for Retopo is pretty easy, I’m curious how Daz would fare.

Well Daz3d is a company who has a product called Daz Studio that supports the selling of Daz3d’s digital art assets such as procedural character models as well as digital sets.

Being an animator I’ve been using Daz Studio for years just to have access to top notch AAA grade characters to play with :wink:

Daz Studio is a razor/razor blade program where the app is free in an effort to sell Daz3d products just like giving the razor away for free to sell the blades.

Daz Studio by it’s self is a very powerful 3d visualization tool that has been, and is being used, for years in other production environments and has only recently made an appearance with in the video game environment, in this case UE4, as Unreal 4 is the first game engine that does not place limitations on what and how much can be imported and took a huge jump in 4.15 so what it can and will do is still to be explored taking into consideration the UE4 is gaining popularity as to other uses besides video games.

As a creativity tool you can’t compare it to anything else as it does a lot of everything and now that it also includes Hex2 as well as as GoZ bridge Daz Studio has a use as a production hub that becomes the corner stone app as to feed stuff into the pipeline.

As for character requirements once again you can’t compare the output what Maya/Max/Blender/etc can produce as the Genesis frame work, which is what Daz Studio uses or character design requirements would be more of a replacement by comparison to the Epic base rig but with features that you only find in a AAA class character.

Does Genesis have morphs? Sure thousands
Are the rigs good? Yuper and includes cluster joints for facial animations

I’m curious how Daz would fare

The question is how soon can Unreal 4 catch up with what Daz Studio and Genesis has already been doing for years (risking sounding like an ad)

I don’t know in which aspect is UE4 catching up, but gameplay wise, the little info I’ve found on it tells me it’s pretty heavy on the verts, probably has to go through Maya anyway, but then again, what doesn’t.

Let me clarify my question: How does it fair against something like MakeHuman or that new plugin in Blender (altho I ain’t gonna be blending any time soon lol. As much as I hate Maya’s bloated nature, it is still Maya).

I don’t expect game-ready characters, but if I could get a game-ready mesh and tweak the rig a bit, I’d be golden.

Btw does sit export a control rig as well?

If yes, does it have controls for the clusters?

Thanks

Well count wise in tris the Genesis 3 frame work is 10K “less” than the Epic base rig and includes five fingers and toes as well as teeth. As a product Genesis is a complete character frame work that has nothing than comes close to what you can do with it based on need which only makes things more difficult to explain.

If you want game ready characters it can do game ready characters.

or

If you just need a set of hands for VR Genesis can do that as well.

How does Genesis fair up against Make Human?

Well I would never say anything bad about any useful tool if it serves a need and I’m not up to date as to MH to give a fair evaluation but the team I’m part of doing the conversion of Urban Terror to UE4 we have committed to using Genesis for all of our character models as everything fits the framework and not just the character…

Rig wise we import the Genesis base into motion builder and it’s wired up using characterize auto rig and the voice device for lip sync.

One could always do some animations and lip sync in Daz Studio but I have no need for those tools.

I would say the only down side is the learning curve is rather huge.

As for UE4 playing catch up a good example is the advanced materials that has been added recently as to Sub Surface skin, cloth, hair, eyes

I see, I’ll give it a shot then, thanks.

Kensei,
Not sure if you are still looking at mixing Daz Studio with Unreal Engine, but I have found these two courses to be helpful, they are from Udemy:

Facial Animation & More In Unreal Engine 4! |3D Animation | Udemy and

Hope this helps.

Winthrod

THAT is very interesting :wink: