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About Me Digital Art / Hobbyist Premium Member ancestorsrelicMale/Germany Groups group avatar #dazclub
3D Poser Group
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3D-Resources on DA

Journal Entry: Sun Apr 29, 2012, 5:35 AM
Looking for 3D-resources DA is, beside the well known places like Renderosity, RDNA, SHareCG etc., a good place. The only disadvantages are:

1. It's a little bit messy there: Beside real 3D-Models some deviants load up their .PNG-stock here too. It's the wrong category for 2D-Stock, even if the stock was created by render some 3D-models.

2. Unfortunately a lot of deviants don't mention for what program(s) their 3D-works are made for. The only way to find it out is to ask the maker or download the ZIP-file and look into it... It's for Poser? MMD? XNALara? C4D? Blender? Maya? zBrush...? The possibilities are endless.

3. The 3D-resources are almost totally ignored/abandoned be the DA-staff. If we are lucky we will find 2 or 3 of them every year in the DDs (beside the usual 3 to 6 Manga/Anime-works every day). So forget the DDs if you are looking for really good 3D-stuff on DA and... forget the "Resources-Roundup" too! Like the DDs the "Resource-Roundup" is blatantly ignoring the 3D-resources too.

Look and search by yourself. There are amazing treasures out there:
Category -> Resources & Stock Images -> 3D Models [link]


Some tips for 3D-Beginners:

Search tips:
Search for your specific program you use, e.g. Poser, Blender, C4D etc.
Search for .OBJ files by entering obj into the search-field. .OBJ-files can be imported into nearly every usual 3D-Program.

Textures:
Are not complete models, but colors and surfaces for a specific 3D-item.

Morphs:
Made for Poser or DAZ-Studio. Not a model or texture, but a add-on to change the shape of an existing model.

Wavefront (suffix .OBJ)
As already mentioned, this format can be used in almost every application. It made only a little bit work to align the textures and size. Every 3D-software will import it into a slightly different way. E.g. in DAZ-Studio you have to relocate the textures by hand via the Surface-Tab, because DS often ignores the accompanying .MAT-files.
The .MAT-file is a simple text-file who tells a 3D-program, where it will find the textures for a model. You can edit it by hand in a simple text-editor.

Converting from Program A to Program B:
Is possible, but unfortunately often pure "Rocket Science". Converting sometimes hundred of .dds-materials to .jpg form a XNALara-model and editing the .MAT-file by hand is a pain in the ass, even if the 3D-object itself is safed as an .OBJ in XNALara too.
If the model is rigged ("rigging" means a model with bones and joints, so you can pose it), the rigging gets lost very often due export/import. A workaround is to convert a rigged Poser-Model to a Collada-file (.dae) and then try to import it into your program. Often you get bizarre results, but sometimes it works to transfer a model including the rigging from, e.g. DAZ-Studio to Vue.
An other, simpler workaround is to prepose your model in Poser/DAZ, export it as an OBJ-File and import it into your other software again. But for every changing of the pose you have to do it again and again, because the rigging gets lost in the .OBJ-export too.
As i mentioned, this are the more simple convertings. For example converting a rigged Poser-Model to XNA-Lara is possible too, but here starts the "Rocket-science" with cryptic scripts and tweaking data-files per hand etc. because you can't choose the simple way via the Collada-format.
Even if you have an .OBJ-file, sometimes you got bizarre effects when importing it. For example, DAZ-Studio can't handle so called "n-Gons" (Faces with more than 4 vertices) and you got some black, shimmering holes in the mesh when you import a model that use n-Gons in its geometry. You can correct it into a 3D-modeler like "Hexagon" by triangulating the n-Gons, but now you have changed the geometry and the texture would not fit on it anymore and you have to create a new UV-map for it, and... Yeah, sometimes it's frustating Rocket-science!

I found a cool prop, but it's only for Poser/DS, and not available as a .OBJ-file
If you download a specific Poser or DAZ-Studio-file, you get a folder called "Runtime". If the model is an unrigged prop, look for "Runtime -> Geometries -> FolderName", where "FolderName" is often the name of the Object or its creator. Here you will find the .OBJ-file.
Poser/DS use only this specific folder-structure, the object itself is always an .OBJ-file, even ist it a rigged figure. For rigged figures the rigging is "seperated" from the .OBJ in the folder "Runtime -> Libraries -> Character -> xxxx.cr2"
In "Runtime -> Textures ->FolderName" you will find the textures. From this both folders you can import the prop into other applications.


I hope. this helps a little bit to found your way in the 3D-resources here on DA. It's a great place but you have to "fight your way through" if you search for something specific.

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Copyright-Notice:
============
All my works are licensed under the
Creative Commons Attribution-Share Alike 3.0 License.
This mean in short words: You are allowed to download it, share it, distribute it, sell it, transmit it and use it in whole or in parts for you own work. So long as you mentioned the source (i.e. a backlink to the work on DA) and share you own derivative work under the same or a similar license.

:iconyouareplz::iconallowedplz:

All downloads are available in HiRes without any annoying watermark. Download-size differs from 1280x960 (some older works) up to 3600x2700 pixels and even more (depending on different aspect-ratios i had used).
  • Eating: Damsels ;-)

deviantID

*ancestorsrelic
Creature-creator
Artist | Hobbyist | Digital Art
Germany
Current Residence: Germany
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Favourite style of art: Fantasy, Horror, Science-Fiction
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Personal Quote: If you want something done, do it yourself!
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Which of your own artworks on DA did you consider as the most sucessful? 

47%
23 deviants said The works with the most favorites
22%
11 deviants said The works with the most comments
14%
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6%
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Comments


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:iconrtnabout:
I love your catwalk with the leopard
Reply
:iconleonidas1210:
~leonidas1210 Apr 7, 2012  Student General Artist
Hey, me and 10-sec-to-draw-a-gun decided to get more members by having a contest.
its character contest and here's the rules
#1 You cant use art that you already have submitted, must be new.
#2Can be up to to characters
#3top three artist's characters win
Reply
:iconancestorsrelic:
*ancestorsrelic Apr 8, 2012  Hobbyist Digital Artist
Unfortunately i didn't have something new in development at this time. I just start modeling a new prop for Poser/DAZ-Studio.

--
I have done so much for so long with so little, that soon i can do anything with nothing forever!
Reply
:iconleonidas1210:
~leonidas1210 Apr 16, 2012  Student General Artist
thats ok
Reply
:iconleonidas1210:
~leonidas1210 Feb 16, 2012  Student General Artist
thanks for joining
Reply
:icontheplanetoflemoria:
Thanks for the watch!
Reply
:iconmcmxc2:
Hi, sorry to bother: may I ask you how did you learn to rig using the Figure Setup Tool? I bought it today, and I got a lot of problems with it:(

--
Founder of [link]
Reply
:iconancestorsrelic:
*ancestorsrelic Jan 10, 2012  Hobbyist Digital Artist
I think, the largest obstacle to understand the FST is the "Skeleton Setup Tool", and the official documentation from DAZ3D for the FST is unfortunately written by geeks for geeks, not for beginners.

I didn't understand a word too, when i started with the FST, but the tutorial by Cliff Bowman at: [link]
and the video [link] at youtube made me understanding it.

The main-problem is, that you have to separate your model in groups of separated meshes (body, hip, arms, legs, fingers etc.) to rig it for Poser/DS. In, e.g. Blender, your simply create your model as one mesh, create an armature, connect both, and doing the fine-tuning. You can move connections up/down/left/right, changing it, add some new bones, deleting bones and connections etc.

For DS/Poser-models it is sometime a mess, especially when you realize, that your grouping didn't work well or you forgot to separate some groups (or give accidentally two groups the same name... looks weird to see some unwanted monster-bone between them after clicking "create figure" from the Skeleton Setup, in creating Hydravora i made this annoying error 3 times), and you have to go back to your modeler and grouping it all new: The connection of bones is always set on the "edges" of the groups.
DS4 made it a little bit easier, because now you can add/merge/rename groups directly in DS and don't have go back to your modeler and maybe start all new.

I started with something simple, the Tentacurala-models who need only a chain of bones parent -> child -> child -> child and so on, to learn it. I got effects like this: [link]
in my first try, but in my second try it looked better, i found the error of two identical group-names that caused the "monster bone" in the middle of this first try, how to connect the bones, "welding" the edges between the groups and so on.
I am far away to understand all of the FST, ERC-channels and the Morph Loader Pro are still "rocket science" for me, but for simpler models i learned it.

--
I have done so much for so long with so little, that soon i can do anything with nothing forever!
Reply
:iconmcmxc2:
Thank you so much:)

Yes, the documentation is awful! No examples, no tutorials, and NOWHERE is written that you have to create groups first!>____________<

--
Founder of [link]
Reply
:iconancestorsrelic:
Mood: Frustrated *ancestorsrelic Jan 10, 2012  Hobbyist Digital Artist
Yes, that's DAZ3D: They create great tools but awful manuals... or sometimes even no manuals at all: The official manual for DS4 is still not available... dozen of new and amazing functions and possibilities, but only the developers (and maybe some few geeks) know how to use them. For example the well hidden, but cool "smoothing-modifier" for morphs in DS4... I accidentally stumbled over it and fumbled out how to use the basics of it, but i don't know how to use all its power: No manual... I can only fiddling around with it and show, what happens...

--
I have done so much for so long with so little, that soon i can do anything with nothing forever!
Reply
(1 Reply)
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