XaiJu
saphirenishi

saphirenishi

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saphirenishi posts

schiaparelli gown (g8f) (md)

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DAZ version: N/A

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start your morph target with the legs close to each other!

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fair warning when using this dress. its not an easy one to work with. since its a double layered dress it can get really heavy on your computer resources. so it will slow things down drastically, and things get finnicky really fast.

since its a double layered dress, it seem impossible to make this work inside DAZ which ill come back to in a little bit. there is actually a couple of things, that make this dress impossible to work with inside DAZ. first one, and most obvious one, is the lower flares. these have a hard angle in them which gets lost when using dForce on it, not really a big problem, but none the less a problem. then there is the bra and the overly of the hip area, which are all separate parts, and there probably is a way to make this work inside DAZ, but i have no clue how top make it work. i tried multiple ways. but nothing really works. and since its 2 weeks already since the last upload, im moving on to something new

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schiaparelli gown

based on one of schiaparelli's garments

need to figure out what to do with the back now, looks boring

also, i dont think this thing is going to work inside daz. or at least i have no idea how to make that work. the posing in this dress is going to be really awkward inside daz, it will break the dress on so many places

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more particle hair

i really like how this looks! the parting is still a bit weird, its really hard to do, or maybe im just doing it completely wrong, who knows. but now we getting somewhere

its all based on the same hair shape, just different effects now to see what the differences are.

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simple tight dress 02 (cycles)

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simple tight dress (cycles)

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test render

this is the result of 24 hours learning, the bold spot on her head is kind of big now, and the longer i look at it the weirder and weirder it looks, but i do really like the way the shader came out, and not that complicated to set up either. added the shader for if you are interested, and for me a reminder on how to do it

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blender - hair particle system - 24 hour in

now we are getting into the nitty gritty of things, we can use high poly meshes to create very complicated hairdos, the only limit is the poly count, we can do variable colors on single strands, color gradients on hairs, which opens up a lot of realism possibilities, from just color difference to making a nice looking soft root. we can add or remove single strands of hair, adjust pokethroughs from the hair. apply all kinds of modifiers to the hair, from kink to clumping to parting. and since its all based on splines, i can do a lot more thing i could within 3ds max.

this is one of the things i was actually kind of scared to start with in blender. but it was worth it to sit and go through all this, so now we can do nice hairs in blender to.

now i need to get some sleep....

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blender - hair particle system - 13 hour in

lots and lots of learning and going through boring blender manuals online, watching tutorials that dont help at all. but finally, now we getting somewhere. figured out how to use splines instead of grooming, which i never could figure out. same way as sculpting, i dont understand how people do it. but now i can just model hair, or use DAZ hair, and use that with the hair particle system. so that opens up a lot of possibilities!!!

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blender - hair particle system - 1 hour in

ok, so no sleeping last night, only blendering. trying to figure out how to work with the hair system inside blender. this is one hour in, i can make a mohawk, gotta start somewhere, but meh, its more like carpet then anything else, so lets move on

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simple tight dress (g8f) (md)

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DAZ version: simple tight dress (g8f) (daz)

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simple tight dress (g8f) (daz)

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marvelous designer version: simple tight dress (g8f) (md)

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dforce only

2 different texture sets
2 different bump map sets
5 shiny and matte color options
dress is setup in 3 groups (straps, top and skirt), so you can mix and match all option with each other

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how to use:
dforce tutorial for using the timeline

after zero'ing out the character apply the "start pose"

in the locks folder you can lock or unlock the sliding of the dress around the breast area, default is locked

if you have a lot of loose cloth on the backside after simulating, you can apple the tighten back, or for a strong effect, use the tighten back more option. careful with it though, cause it can make the dress explode, especially on characters with big butts

pro tip:
if you want a really tight small waist, its easier, and you will get a tighter results on the dress ,if you set the waist dial to zero before simulating, and after simulating apply the waist setting to whatever you want

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simple tight dress - unlock

i added an option to enable or disable the sliding of the dress, to show nipps or not. of course, it all depends on the size and posing of the boobs, if they will show nipps or not, but the option is there now

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simple tight dress - bend test

just trying to see how things bend, especially around the butt area, which works exactly how it should, so thats good

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simple tight dress

ok, we have the dress inside DAZ. i applied dForce, then made some morphs that will fix some poke throughs, which are bound to happen since everything is so tight on this thing. now i was setting up some materials and shaders but i saw it is getting late, so ill finish things up tomorrow.

im picking this up way faster then i was expecting, though. i really thought i was going to struggle inside DAZ, so again, very good!

have good night sleep for now, later or much later, where ever you are!!! <3

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tight dress texture test

just some quick tests to see what the dress would look like textured

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tight dress setup test

this is the setup of the tight dress and all ready to be imported into daz. the original dress was fitted for a big boobed lady, so couldnt really make it work and fit it for the standard g8f, so just redid the whole thing. so now we ended up with not exactly the same thing, but close enough

blender is really good at unwrapping models, i barely need to change anything on the uv map. unlike when doing this is 3ds max, where things like this get messy really fast. so thats really good

now we need a proper name for this outfit, so any suggestions are all welcome!!!!

and like i said, next up, move all this to daz, and start doing the hard part now.

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quicky

tested myself how fast i could make this, to see if i can actually start doing something productive with blender. took me a little bit more then 2 hours to put this all together. so thats good. next thing i wanna do now is see if we can do a dress for daz. i was thinking doing the purple tight dress i did last week, since its mostly finished already inside marvelous designer.

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more testing of blender

got the reflections somewhat believable now too, since its all coming from a 2d texture, its tricky to make it work, but with some blurring we can get away with a lot of things

the only problem is, we cant really blur anything inside the shader editor, so the last pic is the node setup for blurring a texture or procedural map inside the shader editor.

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more testing of blender

displacement on the hair
constrains on eyes and camera,
made 2d into 3d, the bed has extra mesh applied to it to keep perspective relatively correct
figure out how to blur an image in the shader editor, for some weird reason there is no blur node

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vol light test room

cycles render

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uv and texture baking

and a big one, i can do uv wrapping, unwrapping, redistribution of uv's, relocating texture islands, texture baking. it kinda works the same way as in 3ds max, so easy piecy

what you are looking at here, is the g8 uv's, put all in one uv. and then baked all the uv island into one map. its not really used for anything, but a good learn experience for doing uv's and everything that comes with that inside blender

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vibrance

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thank you guys!!!

i heard you guys and all of you say pretty much the same thing. keep doing what you are doing!


so, ill keep doing the whole MD / DAZ clothing thing.


next up ill be finishing the capt America dress. which is pretty much done.


thank you all for the feedback and of course for sticking around and supporting me here on patreon!!!!!


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hand on head

here im experimenting with controlnet's posing tool. it a bit primitive, but for simple poses like this, it works 

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cleavage

still working on face consistency. i do think we getting somewhere now. i really love the way the hair came out here as well.

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where to go from here

Sorry for not uploading anything in the last two weeks. I’ve been struggling with where to go with this Patreon. As you all know, AI is here to stay and it’s going to have a huge impact everywhere. I think I’m one of the first people who’s really going to feel the effects of it (already lost people here on Patreon because they all switched over to using AI). Since I’m focused on making Daz content for amateur to semi-pro level artists, I feel like this is the group that will be the first to completely switch over to using AI since it’s cheaper, faster and looks amazing without a lot of trouble. The next step we’re going to see with AI is that it will start creating 3D content. So if you want a specific outfit, you can tell the AI to make it. There’s no need for me anymore.

Now DAZ will implement AI in the future as well, though it’s really hard to say when. DAZ isn’t known for being fast with implementing new technologies. But if you look at how Unreal, Blender, 3ds Max, Maya and so on are all implementing AI, then it’s just a matter of time before DAZ does too.

I do like experimenting with AI so I think the wise thing to do now is to switch over from being a 3D Daz content creator to a more AI-focused artist. I know some of you won’t like this idea but I really think this is the only way forward now.


Let me know what you guys think!

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dark bathroom

again same principle as the previous two uploads, but now going for full realism

also, if you are interested. this is how we going to use AI for our 3D renders. i thought this was going to take a while. but its here:

AI Is Getting Out of Control in Blender | ControlNet - YouTube

im so trying this tomorrow!

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deliberate and grapefruit

same thing as previous post. here im going from marvelous designer to simple quick daz render, to stable diffusion's comfyUI, where im setting up deliberate and grapefruit as checkpoints. deliberate is doing the lighting, while grapefruit does the style

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node system for SD

have been experimenting with the comfyUI for stable diffusion last couple of days. its a node based system where you can mix everything you want. you can use multi datasets with external vae's. so that makes it really powerful, but the learning curve is very steep as well. cool thing is, with using this node system, is that you really start to understand what the AI doing, and with that you can manipulate it even more

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denim

stable diffusion can do hands now. ok, maybe not really, but there a few tricks now so it can spit out better hands then it used to

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