Needless to say you can still make it and its mostly jargons thats "ignored" but should your efforts become profitable that may well change. The reason why is its clearly stated you can make profit from rendered images in this program without crediting them anything.ĭaz 3d isnt so "generous" in its terms and conditions you will find clauses that pertain to comecial profits that put apple to shame. So, as the same advice always given here - keep it simple at first, have a clear goal, buy ("find") just the minimal assets you need, and save your GREATEST EVER GAME IDEA for your 3rd project.I would take a moment to mention makehuman here over daz 3d if its basic human renders your looking for. I've been fiddling around with Daz and Blender, and custom game engines, and more recently Renpy for a few years, and while it was all an interesting learning path, there is still no game I would be proud enough to show anyone.
Spending enough time to scratch build an attractive human / organic figure AND/OR custom clothing is even more work! It is of course possible to do all this for SOME of your static/architectural/prop assets while making a VN, but you are at least adding 40-50% (or more) onto your workflow time compared to "finding" an existing asset and just working with poses/camera/lighting issues. Then getting import to Daz to work correctly, then redoing materials, dealing with other issues etc, is a long learning process. Say you want to make a custom scene room for an idea you have - learning to do the modelling, and then effective UV mapping, then texturing, just in blender, is quite a big job. Your Mileage May (Will!) Vary.Ĭlick to expand.I absolutely agree with Mr Knobb here (And most of that comes from chatter on the Daz forums.) So take anything I say on this topic with a VERY large grain of salt. Those are really the only ones I know anything about. (Since, if it's going to work in DS, you kind of have to rig it there so that it follows the standards that DS expects.) For things other than figures, I think you can do it externally and import things as FBX's, but the results vary somewhat.
figures that have to bend their joints, doors that open, etc.) then from what I understand most people build the mesh using external programs, but then bring the mesh into Daz Studio and create the bones and weight painting there. In particular, it's supposed to do a good job of helping you paint across seams.Īlso, if you're building something that needs rigging (e.g. for creating the texture maps once you have your mesh set up. Substance Painter seems popular for performing the texturing step - i.e.Marvelous Designer seems pretty popular for making clothing.
That list has issues - it lists Daz Studio, when it's really only (IMHO) "rendering" software not "modeling", and it lists Hexagon as "commercial" when it's available for free, but it's a starting place, I guess.