Aiko wrote:Rusty Shackleford wrote:Hi Aiko,
Thank you for asking - I've been following your work for a while and really enjoy it. This is a little more technical than a general DAZ tutorial, but I'd be interested in how you construct your bogs, from models used to texturing. I've been working in Carrara for years, but I'm making the switch over the DAZ Studio soon (mainly to take advantage of all the great Gen8 content) and I'd really appreciate pointers working with QS modelling in that.
That might be more specific than others are looking for, so happy to discuss over private message.
Thank you for your posts, really love your work.
Rusty
Do you mean specifics about the shader for the bog's surface? That shader I currently use for the quicksand will be available for download once I have the article on muddy skin done. It's entirely procedural (no texture image needed, so I guess I don't do any "texturing" ).
Or do you want to know how I build the entire environment around the bog? That might be worth an article of its own to cover all the methods I have used so far. Is there a particular scene you want to know more about?
Happy holidays!
Thanks for the response, it is definitely the latter I'm interested in. The models I use for bogs now are edited terrains combined with very old morphing grounds for the pits. I'm pretty happy with them, but given 10+ years have passed I was curious how people are making them these days. I'd really like to work with the Gen8 figures, but I'm reteaching myself DAZStudio. I moved away from it because it wasn't good for making our type images, but again that was a long time ago.
Here's a good image where I'd be curious how you did it - the interface between the ground and the bog is great! download/file.php?id=56753&mode=view
I'd also be interested in the shaders, always good to see how others construct these.
Thanks,
Rusty