I would be interested to see the fuller picture here. Alternatively they could be improved in DS but the improvement does not carry over into Poser. That said it is difficult to see on renders this size and it could be there is a marked improvement but it is just not highlighted by these renders. Sure they are not bad but nothing special either.
When I saw it stated that better skin tones were one of the improvements I went back and had a better look at the renders but I can't say I am impressed. Not trying to start an argument, but to me, BOTH renders seem to give her skin a plastic quality. Let me see what I can find on Dual Quat vs Triax for you.ĮClark1849 posted at 10:01AM Sun, 25 June 2017 - #4308475 Or even how easy creating expressions has become with the use of the Powerpose editor.ĭo you consider these aspects when assessing the improvements or just disregard them because it's not possible to port them using the current process? If you remove enough features in a port of course it will become similar to the other port which also did not have these new features. For example imo one of the major advances with Genesis 8 is in the new skin shader which provides some of the most realistic skin I've seen, the new shader features high quality glossiness and SS in renders(As you can see in the above image).
Genesis 8 is made up of a numerous parts, translating a single part or even a few pieces doesn't make a translation equal to the original. Surely the success of any port is in how faithful it is to the original? How well the features of the original are translated to the new platform? The same with a list of some of the main features on it's native platform in the context of a discussion about porting Genesis 8 to a non-native platform. I'm not sure why you wouldn't consider an image of Genesis 8 on its native platform relevant. The Internet was still in its early stages and with no computer, the best place to learn about dinosaurs was from books.I didn't copy and paste anything. He fell in love with dinosaurs at a very young age. He’s been providing commercial work for projects since 2013. Herschel is a respected 3D digital artist from Northern Missouri in the United States and uses Zbrush, Unreal Engine 4, Daz Studio, and Adobe Photoshop to produce his illustrations.
Unreal Engine 4: Establishing your scene.Unreal Engine 4: Assembling imported assets so they’re ready to be rendered.
Daz Studio: Placing props and background elements.Daz Studio: Setting up a camera, hdri’s, and dynamic lighting.Daz Studio: Placing and posing key elements.Coming up with an idea of the scene/image you want to produce.The Strengths and weaknesses of using Daz Studio and Unreal Engine for rendering.
Even if you’re not familiar with the Unreal Engine, he will take you step by step on how to take advantage of this under-used facility for rendering artwork out quickly at high resolution. You'll see Herschel workflow as he creates polished renders with DAZ and Unreal.
Herschel Hoffmeyer is an established published artist and is an expert at producing high quality 3D models, especially when it relates to dinosaurs! In this tutorial he reveals how he creates his stand-out promotional art by using DAZ Studio, the Unreal Engine and provides a whole series of high value postwork tips with Photoshop.