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Published: 2018-03-11 23:37:45 +0000 UTC; Views: 8040; Favourites: 63; Downloads: 0
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Description
Here is the Tactical Assault outfitted on Pepper for Gen 8 Female showing off a texture set from the TA Texture Expansion Pack.The Tactical Assault Outfit is currently processing through PASS at Daz Studio and should be available for purchase towards the end of the month/early next month. This Texture Expansion will probably release with it or right behind it.
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Comments: 5
mobfolios [2018-03-23 23:47:55 +0000 UTC]
Absolutely awesome can't wait to see it in the store! Also I read somewhere that you use Unreal Engine for your renders. Would like to know more about your workflow as I am using it as well for illustrative purposes.
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Herschel-Hoffmeyer In reply to mobfolios [2018-03-24 17:41:28 +0000 UTC]
For most of my previous dino-art I used Unreal to render out the large environment scenes for the backgrounds. I still used Daz to render the dinosaurs themselves then combined the two in post work with photoshop. However I haven't used Unreal in quite awhile lately, been sticking to using strictly Daz to save time.
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mobfolios In reply to Herschel-Hoffmeyer [2018-03-26 06:00:49 +0000 UTC]
Oh cool, even though I was hoping you did all the rendering in Unreal! Reason I ask is, I've been trying to do just that but have been leaning towards a more 'comic-esq' stylized approach for the subject and environment (see attached). Just out of curiosity have you tried rendering any of your subjects in Unreal? If so care to share notes?
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Herschel-Hoffmeyer In reply to mobfolios [2018-03-26 13:14:33 +0000 UTC]
This is looking good and keep it up, you're treading mostly new territory (Daz to Unreal). I have tried importing my Daz figures into Daz but gave up due to my lack of knowledge on how to set up the materials correctly on 3d objects with multiple UV maps.
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mobfolios In reply to Herschel-Hoffmeyer [2018-03-26 20:07:12 +0000 UTC]
Thank you, and yes the material issue is my biggest hurdle i'm working diligently to overcome. I've been switching between Substance painter and 3DCoat hoping to find a time efficient workflow to overcome this hurdle. Although I did make a pretty good SSS Material in Unreal from scratch that eliminates the need to incorporate substance or 3DCoat within the workflow. It looks really good now but I've been trying to make it look more like traditional color and line art like the environments. In truth I may be over critical but would appreciate feedback if you have time. The screenshot is NSFW (just a digital girl posed naked) so i'll PM it to you if you could give the feedback.
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