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3D CGI
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Drabok
2020/01/23
(Thu)
20:05:31
No.
36715
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Concerning the lolicit discussion: It's possible that I will join there one day to have a look around. But it will probably not be as Drabok at first.
Baraag.net could be a refuge it seems, but as long as gurochan.cx still works I'm too lazy to post on another site.
>>36542
I think that picture does show that trying to do tears with 2D-Software as postwork does not necessarily produce better looking results. And I guess it's much more work. But maybe GP was just a bit too ambitious with the teardrops at the end of the runs. Just some simple highlights mimicking reflecetd lieght might have worked better.
Concerning the tears and props discussion in general: You have to understand that in Daz Studio, apart from human characters derived from the given base figures, only very primitive props could be made. To do professional work a content creator needs other 3D-Software. Which means a creator has to learn how to use it. And to learn about how materials and surfaces work. In my estimation that takes at least as much time as learning Daz Studio itself and creating scenes with it.
Besides I think there are also wildly different skills involved in creating different props, like tears versus clothing versus architecture versus instruments and so on. All the content creators seem to specialize mostly in one category of item.
So for me it's a conscious choice about how I want to invest the limited time I have for this hobby: Do I just use what's around to create the stories I want to tell, even if the pictures are far from perfect?
Or do I want to learn about additional software, create my own props and then make much better pictures. But only a few handful a year?
Well you know my personal choice: it's clearly the former. And yes, even mostly just using things that are around I am still making compromises in quality in order to produce many pictures instead of just a few.
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36715
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3D CGI
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