Table of Contents
|Product Name:||Prototyping: Unlimited Character Development for DAZ Studio|
|Published Artist(s):||Digital Art Live, magbhitu|
Artbreeder is a free must-have resource for rapidly generating absolutely unique characters.
What if you could take Artbreeder 2D characters to create 3D character models in DAZ Studio?
You would have an unlimited selection of brand new characters to try in your DAZ Studio scenes!
John Haverkamp has refined a workflow to do just this. You can learn how this works step by step in this tutorial set.
There is a hybrid software approach to this, with all of these applications free to try.
Artbreeder for rapid generation of the concept character
Facegen (demo software is free) to create the custom 3D mesh and UV layout
DAZ Studio - Load the mesh into DAZ Studio allowing a bridge to ZBrush
Zbrush or ZBrush Core (trial for free for 30 days) for polypaint and normal map generation
GIMP (or PS) for map blending and adjustment.
Total Tutorial Set Running Time : 5 hours and 9 minutes
Tutorial Set Content
Essentials in face structure and sculptural forms
Skin Pores and Wrinkles
Male, Female, and Ethnic Differences Artbreeder
Best practices for picking Artbreeder images
Provisos for selecting Artbreeder image
High resolution export (ideal)
Attention to profile view : adjustments required
Adjust demographic sliders if needed
Play with the color
Adjust the final map ready for export
Blend multiple Facegen results : to get the result you want (blending the morphs)
Cleaning multiple morph inputs via Morph Loader Pro
Adjusting and fine tuning the morph
Special attention in fixing issues on the eyes
Fibremesh or Sculpt eyebrows
Polygrouping for isolating UV zones.
Subdividing the Zbrush model
Skin pore painting : base pass using the color map from Facegen.
Skin pore painting : skin pore hand painting strategies
Normal map export
Diffuse map export
Fixing and blending the maps
Rinse and Repeat DAZ Studio ↔ ZBrush ↔ Photoshop
Custom Zbrush alphas
Glossy weight maps
Scarring for skin
About John Haverkamp
John Haverkamp was born in Ohio and then moved to the pristine Blue Ridge Mountains of Virginia at a young age. There he spent a semi-isolated childhood re-enacting the Lord of the Rings and being corrupted by Dungeons and Dragons. Always with the fondness for the fantastical and medieval, Art school drove him deeper into Luddite territory by granting him the skills of a traditional metal-smith. This meant post-college jobs making copper fountains, welding and steel fabricating, casting and finishing bronze sculptures, and working for an architectural blacksmith throughout his twenties.
Digitally, John got sucked into cyberspace and the arcane mysteries of 3D studio max. The perfect software match for John was Zbrush discovered six years ago. Now he teaches digital arts part time, and constantly endeavours to improve his craft as a digital-sculptor and visualizer through personal work, illustration and indie game projects.
Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier (WIP), which is used as a key to indicate something about the contents of that package.
[ ] = Optional, depending on target application(s)
Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.
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