DAZ: (Toon) Character creation – some tips
80Renderhub / Ion offers an excellent tutorial on character creation, which was very helpful to me when I was starting out:
https://www.renderhub.com/learning/how-to-create-a-custom-genesis-8-character-in-daz-studio
In this tutorial, I would like to show you a few additional tricks both for DAZ and Blender (sculpting). For old hands at character creation, this may all be old hat ... but there may be a few tidbits of information for newcomers.
I'll split the tutorial into two blocks of information: a few tips for DAZ (this block) and then (in a new block) a few tips for Blender.
Let's start with DAZ ...
DAZ: Slider Action
You can use body and head morph sets (such as the " Genesis 8 Female Body Morphs ") to create a kind of rough model. This is legal as long as you later use sculpting tools to turn the rough model into something unique. So you don't have to constantly reinvent the wheel (aka start sculpting from scratch) unless, of course, you want to.
Tip: Break the limits
Many sliders have a limited range that may not suit your project. In this case, you can change the default setting: click on the small gear icon of the morph, select " Parameters Settings " and deactivate the " Use Limits " option in the dialog box. This allows you to create really big eyes, for example. You could also do this later while sculpting (big eyes etc.), but the DAZ Pro Morphs are much easier to use.
Tip: Mix shaping and posing morphs
If you don't get along with the shaping morphs, you can also use posing morphs - but please be very careful. For example, I like to use posing morphs for the eyes and brows, because even G9 morphs are not enough (at least for me).
Note: Portrait vs. Profile
Honestly, I have a few models from the DAZ Shop that look stunning from the front (portrait), but are horrible when viewed from the side (profile). Therefore, when creating your model, never check it only from the front, but also from the side. Your customers will be delighted!
Note: Test face expressions!
If you have Expression Morphs (I recommend Profi Morphs here as well), test them while you are still working on the rough model. At this early stage, you can easily counteract any excessive distortion of your model's face. Therefore, you should always use the morphs at 100%.
By the way...
if your model can handle standard facial expressions and you want to distribute it as a freebie/commercial product: show what your model can do in your promos!
See also the following thread on showing character expressions:
https://www.renderhub.com/forum/13939/presenting-your-characters

https://www.renderhub.com/learning/how-to-create-a-custom-genesis-8-character-in-daz-studio
In this tutorial, I would like to show you a few additional tricks both for DAZ and Blender (sculpting). For old hands at character creation, this may all be old hat ... but there may be a few tidbits of information for newcomers.
I'll split the tutorial into two blocks of information: a few tips for DAZ (this block) and then (in a new block) a few tips for Blender.
Let's start with DAZ ...
DAZ: Slider Action
You can use body and head morph sets (such as the " Genesis 8 Female Body Morphs ") to create a kind of rough model. This is legal as long as you later use sculpting tools to turn the rough model into something unique. So you don't have to constantly reinvent the wheel (aka start sculpting from scratch) unless, of course, you want to.
Tip: Break the limits
Many sliders have a limited range that may not suit your project. In this case, you can change the default setting: click on the small gear icon of the morph, select " Parameters Settings " and deactivate the " Use Limits " option in the dialog box. This allows you to create really big eyes, for example. You could also do this later while sculpting (big eyes etc.), but the DAZ Pro Morphs are much easier to use.
Tip: Mix shaping and posing morphs
If you don't get along with the shaping morphs, you can also use posing morphs - but please be very careful. For example, I like to use posing morphs for the eyes and brows, because even G9 morphs are not enough (at least for me).
Note: Portrait vs. Profile
Honestly, I have a few models from the DAZ Shop that look stunning from the front (portrait), but are horrible when viewed from the side (profile). Therefore, when creating your model, never check it only from the front, but also from the side. Your customers will be delighted!
Note: Test face expressions!
If you have Expression Morphs (I recommend Profi Morphs here as well), test them while you are still working on the rough model. At this early stage, you can easily counteract any excessive distortion of your model's face. Therefore, you should always use the morphs at 100%.
By the way...
if your model can handle standard facial expressions and you want to distribute it as a freebie/commercial product: show what your model can do in your promos!
See also the following thread on showing character expressions:
https://www.renderhub.com/forum/13939/presenting-your-characters

! REPORT
I will provide screenshots for this info block later (if anyone is interested). So for now, here is just the text.
--------------------------------------------
Blender: Sculpting Action
Once your model has arrived in Blender, the first thing you should do is delete what you don't need. For G8, that's the eyelashes, and for G9, it's the eyelashes, the tear, and the eyebrows. Just select them, press DEL, and they're gone.
Hiding and Masking
Especially if you are working with G8, you should pay close attention to the following... unless you want to accidentally rework the eyes and/or mouth when sculpting. With G9, it is easier, but hiding or masking areas is also advisable here.
Here I will show you in detail how to hide the eyes and mouth for G8. However, the techniques can also be applied to G9.
G8: the eyes
Select any face on the model. Always (!) use face selection, never vertices or edges!
Now use the key combination CTRL L to select all linked faces and finally press H to hide the selection. Only the eyes remain. Press A to select all faces of the eyes.
Vertex Groups
To save the current selection for later, use the Vertex Groups. Click on the + symbol to create a new Vertex Group. It is recommended to rename the new group GROUP, e.g. to EYES: simply double-click, enter the new name, and confirm with Enter. With the selected faces active and the new group selected, now select Assign. That's it!
For the next step, you must first make all hidden faces visible again. To do this, use the key combination ALT H. Click anywhere in the workspace to remove the current selection.
G8: the Mouth
For the mouth, take a slightly different approach than for the eyes. Before you start, however, you should first hide the eyes:
Select your Vertex group and use the SELECT button to display the selection. You can now hide the selection with the H key.
Now switch to the MATERIAL tab. Here you will see all material groups of the G8 model, such as Torso, Face, Lips, etc. Select the TEETH group and use the SELECT button to select it. Do the same with the MOUTH material group.
To be sure you have selected all faces, use the SELECT -> Invert submenu and then press the H key (hide).
Now you will only see the mouth, including the hidden teeth, tongue, etc. Use the A key to select everything and assign it to a new vertex group.
Hiding vs Masking
Personally, I mainly use hiding. However, as a beginner, you may want to use masking, as this is a) safer and b) you can still see the masked areas. Masking in Blender involves switching back and forth between Sculpting and Editing modes. With a little practice, however, you will soon get the hang of it. Let's start:
First, switch to Edit Mode -> Vertex Groups and use the groups you just created to select the eyes and mouth faces. Now use Select -> Select Invert and then press the H key. The eyes and mouth will remain. Now switch to Sculpt mode and use Mask -> Fill Mask to mask the eyes and mouth.
Go back to Edit mode and use ALT H to display all faces. Now switch to Sculpt mode and you will see that the rest of the model is displayed normally, while the eyes are shown in a darker color.
Ta-daa ... you have created a mask whose faces will remain in place during the following sculpting.
So, are we finally going to start sculpting?
Naaa - I have one more important tip and a note about the brushes for youbut after that, you're ready to go
Shapekeys
Shape keys are a great way to protect you from extensive undo clicks... or from losing everything you've done so far (hiding, masking, etc.) with a newly loaded model. In short, Shape Keys allow you to save each of your sculpting steps individually and delete them as you wish, or even reduce their effect. It's therefore worth spending a little time getting to know the keys.
Shape keys can be created in both Object Mode and Sculpt Mode.
Start by clicking on the plus symbol in the group. This creates a key called BASIS, which does exactly what its name suggests: it saves the shape of the model BEFORE you start sculpting.
Use the plus icon again to create your first real key.
Each shape key has different options. However, you only need VALUE, which you should set to 1.0 for each new shape key. If you leave the option at 0, nothing will happen in sculpting mode.
Keep in mind: Of course, you can now sculpt your entire model using a single shape key - but it's better to use MANY shape keys. I therefore strongly recommend creating a new shape key after each successful manipulation.
By the way, if one of your modifications turns out to be too strong, you can either delete the corresponding shape key or slowly reduce the VALUE of the Shape Key until your modification no longer has such a strong effect.
Sculpting Brushes
Blender Sculpting Brushes aren't necessarily designed for low-poly stuff like Genesis models. Real 3D sculpting artists can only smile wearily at the mere 17K that these models come with. But those of us plagued by DAZ have no choice but to work with what we have ...
However, if you use Blenders Brushes (or better: their strength setting) on a low-poly model, you will quickly turn your model into a kind of 3D dried prune. Doesn't have to be ...
So, before you use a brush, reduce its strength by at least half or two-thirds. Then it will also work with LowPoly Sculpting.
Happy sculpting
--------------------------------------------
Blender: Sculpting Action
Once your model has arrived in Blender, the first thing you should do is delete what you don't need. For G8, that's the eyelashes, and for G9, it's the eyelashes, the tear, and the eyebrows. Just select them, press DEL, and they're gone.
Hiding and Masking
Especially if you are working with G8, you should pay close attention to the following... unless you want to accidentally rework the eyes and/or mouth when sculpting. With G9, it is easier, but hiding or masking areas is also advisable here.
Here I will show you in detail how to hide the eyes and mouth for G8. However, the techniques can also be applied to G9.
G8: the eyes
Select any face on the model. Always (!) use face selection, never vertices or edges!
Now use the key combination CTRL L to select all linked faces and finally press H to hide the selection. Only the eyes remain. Press A to select all faces of the eyes.
Vertex Groups
To save the current selection for later, use the Vertex Groups. Click on the + symbol to create a new Vertex Group. It is recommended to rename the new group GROUP, e.g. to EYES: simply double-click, enter the new name, and confirm with Enter. With the selected faces active and the new group selected, now select Assign. That's it!
For the next step, you must first make all hidden faces visible again. To do this, use the key combination ALT H. Click anywhere in the workspace to remove the current selection.
G8: the Mouth
For the mouth, take a slightly different approach than for the eyes. Before you start, however, you should first hide the eyes:
Select your Vertex group and use the SELECT button to display the selection. You can now hide the selection with the H key.
Now switch to the MATERIAL tab. Here you will see all material groups of the G8 model, such as Torso, Face, Lips, etc. Select the TEETH group and use the SELECT button to select it. Do the same with the MOUTH material group.
To be sure you have selected all faces, use the SELECT -> Invert submenu and then press the H key (hide).
Now you will only see the mouth, including the hidden teeth, tongue, etc. Use the A key to select everything and assign it to a new vertex group.
Hiding vs Masking
Personally, I mainly use hiding. However, as a beginner, you may want to use masking, as this is a) safer and b) you can still see the masked areas. Masking in Blender involves switching back and forth between Sculpting and Editing modes. With a little practice, however, you will soon get the hang of it. Let's start:
First, switch to Edit Mode -> Vertex Groups and use the groups you just created to select the eyes and mouth faces. Now use Select -> Select Invert and then press the H key. The eyes and mouth will remain. Now switch to Sculpt mode and use Mask -> Fill Mask to mask the eyes and mouth.
Go back to Edit mode and use ALT H to display all faces. Now switch to Sculpt mode and you will see that the rest of the model is displayed normally, while the eyes are shown in a darker color.
Ta-daa ... you have created a mask whose faces will remain in place during the following sculpting.
So, are we finally going to start sculpting?
Naaa - I have one more important tip and a note about the brushes for youbut after that, you're ready to go

Shapekeys
Shape keys are a great way to protect you from extensive undo clicks... or from losing everything you've done so far (hiding, masking, etc.) with a newly loaded model. In short, Shape Keys allow you to save each of your sculpting steps individually and delete them as you wish, or even reduce their effect. It's therefore worth spending a little time getting to know the keys.
Shape keys can be created in both Object Mode and Sculpt Mode.
Start by clicking on the plus symbol in the group. This creates a key called BASIS, which does exactly what its name suggests: it saves the shape of the model BEFORE you start sculpting.
Use the plus icon again to create your first real key.
Each shape key has different options. However, you only need VALUE, which you should set to 1.0 for each new shape key. If you leave the option at 0, nothing will happen in sculpting mode.
Keep in mind: Of course, you can now sculpt your entire model using a single shape key - but it's better to use MANY shape keys. I therefore strongly recommend creating a new shape key after each successful manipulation.
By the way, if one of your modifications turns out to be too strong, you can either delete the corresponding shape key or slowly reduce the VALUE of the Shape Key until your modification no longer has such a strong effect.
Sculpting Brushes
Blender Sculpting Brushes aren't necessarily designed for low-poly stuff like Genesis models. Real 3D sculpting artists can only smile wearily at the mere 17K that these models come with. But those of us plagued by DAZ have no choice but to work with what we have ...
However, if you use Blenders Brushes (or better: their strength setting) on a low-poly model, you will quickly turn your model into a kind of 3D dried prune. Doesn't have to be ...
So, before you use a brush, reduce its strength by at least half or two-thirds. Then it will also work with LowPoly Sculpting.
Happy sculpting

REPLY
! REPORT






























