Whether you are a content creator or a user of dForce assets, you won’t want to miss this two-session tutorial presenting over 3 hours of instruction.
dForce is Daz Studios most recent and powerful addition to the software and modelling options, shipping with version 4.10. It enables the content creator to define the tensile strength of a mesh and then simulate it as it collides with other meshes, whether the mesh is other clothing, props, or the figure itself. In this way, textures from the finest silks to the coarsest wools can be simulated. It is a very powerful tool to simulate real-life materials and in a very few, simple steps can create unparalleled realism to your scenes.
In two sessions, Arki (Kim Schneider), walks you through the process of setting up a dForce modifier, simulation and running the simulation using her most recent model, Striga.
She demonstrates how to create a multilayered skirt and arms; shows design and modelling considerations for a dForce compliant outfit; how to add a dForce Modifier to the clothing; How to run a simulation and consideration using both single frame or animation types; How to edit influence maps that define how stiff or soft a material is; and finally, how to adapt older garments that have not been created as a dForce compliant asset.
A small teaser of what is included in the tutorials can be found here…
These videos are indexed so that the user can easily jump from topic to topic as they work their way through the processes and are provided with a PDF file with time code for reference.
- Session 1 – Creating for dForce
- Planning a mesh for a dForce Simulation
- Material groups as simulation helpers
- Setting up an item for dForce
- Saving dForce compliant assets
- Session 2 – Working with dForce
- Setting up dForce simulations
- Simulation Settings
- Working with Influence Maps
- Converting older clothing items to be dForce compliant
About the Presenter: Arki (Kim Schneider)
Kim attended the University of Applied Sciences in Münster, North Rhine-Westphalia where she received a Bachelor of Arts degree in Media Design and Illustration.
Over the years Kim has done work in the role-playing game industry applying her illustration skills for RPG games such as Engel for Feder & Schwert, Redaktion Phantastik, and the Pegasus Spiele game—Call of Cthulhu.
She’s been creating 3D Digital content since 2000 and sells her assets in a variety of online brokerages. Her unique style is a blend of Science Fiction, Fantasy and Dark Gothic.
She is proficient in Daz Studio, Poser, Photoshop, Quixel, ZBrush, Hexagon, UV Mapper Pro and UV Layout, using them as required in her workflow.