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Export Photo-Realistic Images and Animations with Daz Studio 4.6 Pro 45



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daz studio 4.6 pro 45



Initial design of it started in early 2000 but it was not released to open source until 2010. Disney (They designed it), ILM and a few other studios experimented with it for a few years. By 2005 it was in full production use. About the same time the Quad shift started, what a coincidence.


Most people just starting out don't realize that there's more than one technique to modelling, and really it takes years to master each one. Even the most proficient modellers often don't realize they can do something easier or faster if they simply adjust their workflow slightly, or use a different method entirely. I spent the past 8 years (give or take) freelancing and working in studios all over, and while I met many people who were able to model me under a table, there was never a shortage of guys who were stuck in one way of doing something, and didn't realize there were maybe 3 or 4 other ways that may have increased their modelling speed, and given the same results. The biggest mistake newbies to modelling make is not paying attention to edge flow, and not realizing why we model in quads.


I'll share a little story that I probably shouldn't even bring up, but it has to do with topology of Poser meshes, so it fits the theme here. A couple years ago, I was working for a studio (won't mention any names, because I don't wanna draw any unwarranted criticism upon them), doing post on a fairly well known, fairly large budget film, with some FX and CG that required several custom characters to be created under some really crazy time constraints. I was working mostly as a texture artist for this studio, but around this time, I also got to some limited action on the modelling side, because we were about 30 days out from our deadline, and we had about 5 or 6 odd number of shots about to go into the pipeline. There was one shot in particular we did, which was calling for a custom character, which would then be animated for about a 15 second spot in a high action scene. Time wasn't on our side here, and we were about to hire 3 more freelance modellers to come on board and help with the clip. The creature, to my eye, looked similar to a figure we had in the Poser universe here, that I thought we could easily pass it off with just a few tweaks to the morphs, and some custom textures. Easy enough. Done deal.


Yep, plan out your edge flow in advance if it helps you work. It's a great way to do it, and a really professional way, for obvious reasons. Especially for a "hero" character, which will undergo a lot of close ups and such, or need to be animated with lots of subtlety, studio modellers, early on, will have the flow of edges either sketched out or blocked out in advance. During the design of important main characters, I've seen modellers work very closely with the animators on how they intend to rig the mesh, etc. This is especially true for VFX, not so much for game characters.


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