I’ve been busy rewriting RendoInstall, now named RendoInstall 2.0.
It’s been a long time since last post, but here is something that might interest some of you.
Here is a real quick walkthrough in how to use LIE in DS 4.5.
I know, I’ve been silence, been really busy with my big adventure book for Operation: Fallen Reich, rendering character handout pictures. While doing that I stumbled upon a problem and found a solution, and that is todays topic.
I’ve been busy with work, adventure writing and making handouts, which have not left much time to post here, but now I have something that you might like.
I’ve seen some people having troubles with DAZ Studio 4.5 and morphs, where they start off with a bad default characters, Basic Female or something else instead of a plain Genesis. Here is a quick guide on how to make this work as expected.
I created a small tool to remove normal information from .obj files so they will work inside DAZ Studio and Poser.
Today is the final day, we will finish the filter with wood and stone that was my challenge from the Bald Wizards Club. We have done a lot, and hopefully you have all picked up a few tricks and a few ways of thinking. I don’t claim my way of making filters to be the best way, but one way that seems to work when you look back at the pile of HUs I’ve gathered over the past two years.
I know you think we’re done with the filter, but there are always some tweaking to do. When you make a filter yo want people to use it after you publish it, and a one-trick-pony will not get that much use unless it is a super duper filter. The more settings and variations you have, the more usage will the filter get and the more likely you are to get a HU (High Usage Point), for which you can trade yourself additional FilterForge licenses to give to friends and family.
I’m sorry for the one day late post but today we’re doing a lot of things and we will learn much new stuff, so I hope it was well worth the wait. Last time we made a real filter but realized that it was slow, dreadfully slow.Today we will use a completely different technique to achieve the same results as last episode, maybe even better with much shorter render time.