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The Complete Guide to DAZ Studio 4 - Paolo Ciccone
Table of Contents
The Complete Guide to DAZ Studio 4
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Quick Start – Our First 3D Scene
Stepping into DAZ Studio
Studio uses 3D assets
Customizing Studio
Introducing Genesis – a shapeshifter
Adding smart content
Adding clothing
Adding hair
Treat yourself
Strike the pose
Fixing nonconforming clothing
Saving your scene
Adding an environment
Rendering an image
Summary
2. Customizing Studio
Getting more screen space
Customizing the layout
Removing screen clutter
Saving the new layout
Simpler, faster keyboard shortcuts
Changing the background color
Summary
3. Posing Figures
The main blocks of a pose
Using premade poses
Purchasing the right poses
Creating a new pose
Planning your shot
Setting up the scene
Using a reference image as a backdrop
Selecting an image size
Setting the position of the surfboard
Setting the surfer pose
Bodies without limits
Avoiding common mistakes
Keep a level head
Posing the lower part of the body
Positioning the legs
Positioning the legs with Inverse Kinematics
Finishing touches
Arms and fingers
Removing the gaze of death
Saving the pose
Summary
4. Creating New Characters with Morphs
Understanding morphs
Combining premade morphs to create new faces
Saving your morphs
Character creation with morphs
Inside the monster factory
Summary
5. Rendering
Gearing up for rendering
Framing the scene
Choosing the camera
The Render Settings menu
Selecting the image format
Rendering
The art of lighting
Faking ambient light
Replacing the background
Summary
6. Finding and Installing New Content
Places to find more content
The beginning of the DAZ Studio era
Genesis and the market
Sources of content
Buying from DAZ
Purchasing from Renderosity
Purchasing from RuntimeDNA
Downloading free models
Installing content in Studio
Selecting the location
Configuring Studio for the new content
Summary
7. Navigating the Studio Environment
Polygons – the building blocks of our scenes
Finding the number of polygons in the scene
Subdivision
Moving in the 3D space
Benefits of using a real camera
Moving the camera around
Learning about the Viewport tools
The Node selection tool
The Scale, Rotate, and Translate tools
Other useful tools
Let there be light
The spotlight
Casting shadows
Point lights
Distant lights
Managing content
The Smart Content and Content Library tabs
Organizing the Content Library tab
Importing models from other applications
Scaling issues
Importing an OBJ file
Summary
8. Building a Full Scene
Adding an environment
Putting the scene together
Adding the character
Using Inverse Kinematics (IK)
Dressing the character
Delving into material poses
Editing materials manually
Using channels
We are in control
Mixing colors with image maps
The specular channel
Using the alpha channel
Learning UV maps
Setting the character's skin
Final bits
Summary
9. Lighting
Setting the scene
The frame
Adding the required lights
Renaming objects
Cinematic lighting
The braziers
Moonlight
Ambient color
Adjusting darkness
Checkpoint
Finishing touches
Cookies
No lights in the frame
Summary
10. Hyper-realism – the Reality Plugin
LuxRender
Interfacing with Lux
Creating Reality
Understanding LuxRender concepts
The render never stops
Lights and exposure
Installing Reality
Running Reality
Rendering
Using realistic materials
Converting materials
Using glass
Lighting with Reality and Lux
Creating water
Reality in production
Summary
11. Creating Content
Creating clothing
3D modeling with modo
Rigging a figure
Box modeling or retopology
Dawn of a new era
A surprise for you
Layout of the tutorial
Making a dress for Dawn
Exporting a figure as an OBJ file
The Transform tool
Assigning a material
Defining UV maps
Getting the dress out of modo
Rigging the dress
Importing the dress
Distributing your work
Choosing a file format
The distribution hierarchy
Getting down to business
Summary
12. Animation
Understanding animation
Understanding frame frequency
Delving into the frame ratio
The Studio timeline
Scrubbing
A simple animation test
Controlling the keyframes
Editing keyframes
Doing it the Studio way
Understanding the logic behind animations
Organizing your project
The shot list
Defining NLE
aniMate2
Spline editing
Rendering
The reason to avoid movie clips
Horror story 1
Horror story 2
Escaping the horrors
Color grading
Adding music and sound effects
Exporting for playback
H.264 settings
Summary
A. Installing DAZ Studio
The reason for installing software
Using the Install Manager
32-bit and 64-bit versions
Running DAZ Studio
Index
The Complete Guide to DAZ Studio 4
The Complete Guide to DAZ Studio 4
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: October 2013
Production Reference: 1071013
Published by Packt Publishing Ltd.
Livery Place
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Birmingham B3 2PB, UK.
ISBN 978-1-84969-408-7
www.packtpub.com
Cover Image by Charley S (<[email protected]>)
Credits
Author
Paolo Ciccone
Reviewers
Joshua S. Nye
Atausch Paolini
Acquisition Editor
Edward Gordon
Lead Technical Editor
Mayur Hule
Technical Editor
Amit Ramadas
Project Coordinator
Navu Dhillon
Proofreaders
Ting Baker
Bernadette Watkins
Indexer
Priya Subramani
Production Coordinator
Shantanu Zagade
Cover Work
Shantanu Zagade
About the Author
Paolo Ciccone is a software engineer and photographer who lives in Santa Cruz, California. He has been developing software for more than 20 years in a large series of disciplines, including IDEs (JBuilder) and 3D modeling and rendering. His field of expertise is developing multiplatform applications (Mac OS and Windows) that help computer graphics artists achieve photorealistic results.
In 2010, he founded Prêt-à-3D (www.preta3d.com), a company dedicated to bringing high-end computer graphics tools to the masses. His Reality software for Poser and DAZ Studio has been used for video game illustration and for the preproduction of Hollywood large budget movies such as Jurassic Park IV and Hunger Games: Catching Fire.
For more than two decades, Paolo has taught all kinds of classes, from training for large corporations to live workshops about 3D graphics.
Paolo's experience with 3D software started in 1999, with the first public version of Blender, and then evolved to include other programs, including DAZ Studio, which he has used since version 1.0. Paolo is very active in the online community and he publishes a weekly blog covering topics about 3D graphics.
I would like to thank my wife Holly for her constant support during the writing of this book.
About the Reviewers
Joshua S. Nye is currently going into the second year of the Studio Art program at the University of Vermont, transferring there following studying Psychology for three semesters at Daniel Webster college. In his coursework, he diligently applies his computer and creative skills he's practiced for his entire life. Ranging from 3D modeling to graphic design and even some dabbling in computer programing, he enjoys the wide skill set he has developed. However, Joshua still finds projects that are purely abstractionist, not very interesting.
Using DAZ Studio for anatomical and still life references, Joshua is currently working on a graphic novel that he plans to publish as well as merchandise.
He spends a fair portion of his time in the northern wilderness of Vermont and when not on his computer (which is more common than one would think), he can be found enjoying fresh air.
I would like to thank my parents for supporting my interests (especially when I changed my major four times); without them, I would not have pursued these interests and consequently not be a better person. I would also like to thank the wonderful people who made DAZ Studio; without them, the author would have had nothing to write, and I would have had nothing to review.
Thank you to the nice people at Packt Publishing; it was a pleasant surprise for me when they approached me to review this book. I would also like to thank one of my art professors, Mr Donald Wellman, for teaching such a wonderful, thought provoking perspective on contemporary art.
Atausch Paolini is a 3D artist, game developer, and game programmer in the world of 3D graphics. As a recognized 3D artist, he has worked on several games in the gaming industry. In his five years as a 3D artist, he's had the opportunity to work for Staltech, Enraged Entertainment, and Hawkeye Games, and a handful of startup companies. Currently, he is the CEO of Xentrium Entertainment working as a one-man team, developing games for mobile devices. Atausch is a contributing artist to several games, including Relic, Liberico, and Iron Pride. You can read more about Atausch at www.atausch.com or learn more about Xentrium Entertainment at www.xentrium.com.
I'd like to thank Navu Dhillon for helping me review this book, as well as for the help that she provided when I encountered a few bugs and errors. I also would like to thank Mayur Hule who I've worked with in reviewing this book.
Last but not least, I would like to send many thanks to Mom and Dad for being the people to look up to, and to my love, Marí, who put up with my grumpiness, as well as with all the lonely nights.
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Preface
Computer art is today a mature field. Gone are the days when 3D modeling and rendering were arcane arts reserved for software experts who had access to expensive programs. Today, we have 3D software that is both affordable and easy to use.
About 18 years ago, Larry Weinberg, a software engineer working for a Hollywood VFX company, had a vision of a program that would give everybody the means to easily pose and render human figures. That software was, of course, Poser, a 3D program for the masses. Poser spawned a large business of premade content marketed by several companies. One of the companies born from the Poser phenomenon was DAZ 3D. DAZ became famous as the maker of the Victoria and Michael Poser figures, which have been received very well by the market. In fact, Victoria 4 is the most widely used 3D figure of all time. In 2006, DAZ released its own alternative to Poser, dubbed DAZ Studio. DAZ Studio is distributed as freeware, software that is given away for free because DAZ's business model is based on selling premade content. By giving away the software, DAZ provides a great entry point for people who want to explore the fascinating world of 3D computer art.
This book helps you take full advantage of the many features of Studio. You will learn how to pose human figures and how to make your own creature by using morphs. You will learn how to light your 3D scenes and render them as beautiful images that you will be able to share or even sell as illustrations. The cover of this book, for example, was created with DAZ Studio.
With concrete and hands-on examples, you will be able to become familiar with DAZ Studio and use it for both personal and professional applications.
What this book covers
Chapter 1, Quick Start – Our First 3D Scene, introduces some of the main Studio features by creating a simple scene, showing how to position the camera and how to render the scene to an image file.
Chapter 2, Customizing Studio, shows how to personalize Studio by simplifying the user interface and configuring special keystrokes to make us work faster and with less effort.
Chapter 3, Posing Figures, explains how to use premade poses and create our own pose for a human character.
Chapter 4, Creating New Characters with Morphs, introduces the power of morphs, showing how we can create whole new characters from a regular human figure.
Chapter 5, Rendering, explains the rendering options in detail, including what graphic file format provides the best results.
Chapter 6, Finding and Installing New Content, describes in detail where we can find additional content and how we can install it on both Macintosh and Windows PCs.
Chapter 7, Navigating the Studio Environment, explains how to organize the Studio library and how to use the scene manipulation tools of Studio. This chapter also gives information about the building block of geometry objects.
Chapter 8, Building a Full Scene, shows how to create a full scene with a character, clothing, and creative use of props to build an environment. We also see how to solve common clothing issues.
Chapter 9, Lighting, delves deep into the magic of lighting.
Chapter 10, Hyper-realism – the Reality Plugin, introduces an alternative rendering system that gives you the highest level of realism with Studio.
Chapter 11, Creating Content, describes how to create clothing for a figure and how we can sell it on the Internet.
Chapter 12, Animation, covers the principles of animation, from its building blocks all the way to the finished product available for playback.
Appendix, Installing DAZ Studio, shows how to install DAZ Studio on your computer.
What you need for this book
For most of this book the only thing that you need is DAZ Studio 4.6 or above. For Chapter 11, Creating Content, you will need to download the evaluation version of modo. It's best if you wait until you reach Chapter 11, Creating Content before downloading modo (instructions and links are found in the chapter), as the evaluation period starts from the moment you download the program.
Who this book is for
This book is for all users of DAZ Studio. If you have just started using Studio and you need to figure out how to use the program, this book is for you. If you have used Studio for some time and you want to learn more about lighting, rendering, content creation, and installation, this book is for you.
Conventions
In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.
File names in text are shown as follows: You can find the scene in the projects files inside the Project Files directory.
Any command-line input or output is written as follows:
cd Documents Return
New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: Click on the Accept button to save your choice.
Note
Warnings or important notes appear in a box like this.
Tip
Tips and tricks appear like this.
Reader feedback
Feedback from our readers is always welcome. Let us know what you think about this book—what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.
To send us general feedback, simply send an e-mail to <[email protected]>, and mention the book title via the subject of your message.
If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.
Customer support
Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.
Downloading the example code
You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.
Downloading the color images of this book
We also provide you a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from http://www.packtpub.com/sites/default/files/downloads/4087OT_Graphics.pdf.
Errata
Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books—maybe a mistake in the text or the code—we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the errata submission form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded on our website, or added to any list of existing errata, under the Errata section of that title. Any existing errata can be viewed by selecting your title from http://www.packtpub.com/support.
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Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.
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We appreciate your help in protecting our authors, and our ability to bring you valuable content.
Questions
You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.
Chapter 1. Quick Start – Our First 3D Scene
While preparing for a real-life photo shoot, let's say a fashion shoot, a photographer will have to hire a model, pose her in front of a background, position some lights, and then take a few photos. This workflow is pretty much what we will follow to create a scene in DAZ Studio, except that we will work with 3D objects. These objects have been designed by 3D modelers and are prepared in a way that Studio can easily add them to a scene. Because these are 3D objects, instead of simple bidimensional images, we can move around them and photograph them from any point of view. Welcome to the fascinating world of 3D art!
In this chapter you will learn the following topics:
Adding a human figure to the scene
Positioning the camera
Moving objects in the scene
Rendering an image
Stepping into DAZ Studio
With DAZ Studio you can create 3D scenes filled with all kinds of objects, such as people, cars, buildings, animals, and plants. As the best way to learn is by doing, we are not going to spend any time at this point discussing 3D concepts and ideas. Instead, we are going to dive into the program and start doing something interesting with it.
Let's start!
Studio uses 3D assets
A program like Studio allows you to create a scene using 3D assets. Think of Studio as your own virtual, potentially infinite, photographer's studio. In it you can pose models, add objects, pose lights, and then take a photograph. While using Studio you pick from a library of premade 3D assets, such as people, clothing, cars, buildings, weapons, and so on. Once you select an object, you place it in the scene and change its place until you find an arrangement that works for the image that you have in mind. Throughout this book, we will see many different types of 3D assets. Some of these assets come with Studio; they are installed with the program so that you can start getting results within minutes after finishing the installation. Other assets can be added by either purchasing them or by downloading them from free repositories on the Web.
Note
Refer to Appendix, Installing DAZ Studio, for step-by-step instructions on how to install DAZ Studio on your computer.
Customizing Studio
After you install Studio, the program presents itself with a predefined scene that shows a gray human figure standing in the standard T pose.
This configuration is not optimal. Most of the time, we will end up deleting the default figure to start your scene with something that you want. In addition, the loading of that figure adds to the time that it takes to start Studio, and we all know how much fun it is to wait for a program to become ready. So, let's make a few changes that will help us work faster.
First of all we delete the figure from the scene. To do this, we double-click on the figure's pelvis and then press the Delete key.
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This action will get rid of the figure and give us a clear scene. Of course, repeating this operation every time we start Studio becomes very tedious very quickly. There is a much better way. We can configure Studio to start with an empty scene.
Call the Studio configuration window by navigating to DAZStudio | Preferences (in Mac) or Edit | Preferences (in Windows).
Click on the Startup tab.
Uncheck the option labeled Load file.
Click on the Accept button to save your choice.
Now, every time you start Studio, it will come up with an empty scene and it will load faster.
Now if we look at the User Interface (UI) of Studio, we can see a couple of areas where we can apply some streamlining. Studio's UI comes with a default style, but that style, the way the UI elements are drawn on the screen, can be changed. This is useful, for example, to make Studio take less screen surface to draw some widgets such as buttons and tabs. The default style used by Studio is called Main Street and it uses large widgets that take a lot of screen space. Even