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Body Talk for Loretta Lorez

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A conversion of my popular Body Talk for Genesis series, this is a set of partial poses for Predatron's Loretta Lorez. In all there are 67 pose presets (with mirrored versions where appropriate) for Loretta's head, arms, and legs, letting you build a variety of poses for your background crowd figures. Poser companion files included.

Get the poses from ShareCG. Enjoy!

 


Krystal v1.3 (Starfox Adventures)

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The below is a paraphrased version of the original posts from Little Dragon's Krystal v1.3 thread in the old forums. Some verbiage has been changed so that the words do not look like -I- am the one that made the model, which seems to be a bit of a confusion on DeviantArt at times.....


The talented CharleyFox (a.k.a. FoxHunt) has graciously permitted Little Dragon to adapt his superb Krystal model for use in Poser and D|S.

Version 1.3 of the figure is now available.

All files can currently be downloaded from Little Dragon's Poser website:

http://littledragon.francemi.net/

Special thanks to KCTC for providing hosting services, and to Spirit Wolf 448 for having generously mirrored the original files on his site for the past year and a half.

Also, a thanks to France hosting the freebies site for so long. We will miss you, France.

Third-party support:

svdl's V4 Warrior outfit, refitted by Rachidna

Poses (Studio only) by Bunnykins

Pose sets by LilWolff

Headset prop (Studio only) by KaelenRedcoon

Numerous textures by foxyfellowuk

Additional textures by naier-

Additional textures and MATs by yowl

T-shirt textures by stefani21ga

T-shirt textures by Exeterman79

T-shirt textures and Assault flightsuit by Daymond42

Clothing textures by Fade_Willow

Bushy Tail 2 MATs and textures by Ethin

Wardrobe Wizard 2 support (Krystal v1.0 only) by PhilC

CrossDresser support by EvilInnocence

-------------------------------------------------------------
For those of you who've monitored Krystal's development since the initial announcement in 2007, the version 1.3 update offers a number of advantages over the original, along with new features. I'll gloss over the high points:

- Improved shoulder and leg legging for more realistic posing
- Integrated V4/G2-style magnet deformers, with Python script and magnetize pose
- New head and body morphs
- Joint-offset dials for improved compatibility with V4, M4, and A3 poses
- Posable whiskers, for characters that need them
- Updated DAZ|Studio material support
- Support for Studio's level-of-detail (LOD) feature
- Updated DMC file for Mimic and Studio lipsync
- Relevant updates to all conformers

Porgs Fanart - Cute Bird with Dynamic Fur Rigged in Carrara - Link Updated

[LINKS] List of Plant Freebies by Genus

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This is a WIP list of freebie plants whose genus is either given or can be determined.

This archive is broken down into many sections:

DAZ STUDIO, POSER, AND COMPATIBLE FORMATS (i.e. .obj/wavefront & fbx)
1. Trees
2. Shrubs and Woody Vines
3. Annuals, Perrenials, Grasses, and Ferns
4. fungi, lichens, and misc.

3DS, DXF, AND LIGHTWAVE VAULT (formats supported by most free conversion programs)
1. Trees
2. Shrubs and Woody Vines
3. Annuals, Perrenials, Grasses, Ferns
4. Aquatics
5. Fungi + Misc (bundled with Aquatics post)

POSER/DAZ ADD-ONS (bundled with aquatics post)

BONUS
1. Fantastical (bundled with aquatics post)
2. Seamless bark textures and leaves for Ivy Generator (bundled with aquatics post)
2. Non-Daz Compatible Formats
----------------------------------------------------------------------------------------------------------------

DAZ+POSER AND FORMATS COMPATIBLE WITH THEM
TREES

ABIES (fir)

ACER (maple)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69850
Acer saccharinum (Silver Maple)

ALNUS (alder)
Alnus glutinosa (English alder, common alder, black alder)
http://www.sharecg.com/v/36271/View/5/3D-Model/Alder-Tree-OBJ

AQUILEGIA (holly)
Christmas sprig (scroll down)
http://www.fantasy3d.com/pfiles/thumbs.cgi?objects

CASTANACEA (chestnut)
(also includes clematis)
http://www.sharecg.com/v/50865/View/11/Poser/Clematis-and-Chestnut-for-Poser

JACARANDA
Jacaranda mimosifolia (blue jacaranda, black poui, fern tree, tarco, jacarandá-mimoso)
http://www.sharecg.com/v/67789/gallery/11/Poser/2-Jakarandabäume

LARIX (larch)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69544

MAGNOLIA
flower
http://www.sharecg.com/v/47950/View/11/Poser/FLOWER

NYSSA (tupelo)
Nyssa sylvatica (blk tupelo)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69518

OLEA (olive)
(small, in pot)
http://www.sharecg.com/v/53260/browse/11/Poser/Small-Olive-tree
(sprig, w. mature kalamata olives)
http://spatz.pagesperso-orange.fr/baseus.html

PINUS (pine)
http://www.sharecg.com/v/22657/View/5/3D-Model/Snowy-Pine
pinecones
http://fast3d.co.uk/cones/cones.htm
wreath with Pinus ponderosa and Pinus lambertiana cones (Ponderosa and Sugar pinecones)
I think I also see either Pinus sylvestris or Pinus mugo cones as well (Scotch/Scots and mugo pine respectively)
http://www.sharecg.com/v/38562/browse/5/3D-Model/Pine-Cone-Wreath

POPULUS (aspen, poplar)
http://www.sharecg.com/v/24197/View/7/Material-and-Shader/Ides-Poplar---obj
Populus deltoides (e. cottonwood)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69518
Populus nigra cv "Italica" (lombardy poplar)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69520
Populus tremuloides (quaking aspen)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69544

QUERCUS (oak)
http://3dsc.francemi.net/medieval.htm
acorns
http://mystic-nights.com/freebies/details.php?image_id=341
Quercus velutina (black oak)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69520

SALIX (willow)
Salix babylonica (weeping willow)
http://www.renderosity.com/mod/freestuff/details.php?item_id=69519
http://3dsc.francemi.net/medieval.htm

YUCCA
http://www.sharecg.com/v/53680/gallery/21/DAZ-Studio/Palm-Trees-and-Yucca

Is this Site Legitimate

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We're new at using DAZ and starting to get used to the process.  We found this site Removed when looking for freebies, but it doesn't seem legitimate.  We respect the intellectual property rights of people and don't want to use a site that would be cheating the designer.  Anyone know about them?

Thanks

Change object order in Scene View

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As outlined in https://www.daz3d.com/forums/discussion/140571/order-objects-in-scene-tab-drag-drop, I would love to have a way to change the order of items in your scene view/structure tab.

I'm a visually oriented guy, and I like to have things that are close in meaning visually close as well.

So I bit the bullet and looked at how scripts in DAZ work.
Surprisingly, it's a rather easy JS based simply API system that doesn't require a ton of getting used to. (Except for the GUI part - they're quite ugly to set up IMO (Although I haven't spent much time with it yet)) - and I wrote a script that lets you move nodes around, AS LONG AS THEY HAVE PARENTS.
Because the API exposes methods to insert nodes into a specific index of other nodes, I can move items around when there is a parent to "move" the item into.

When you've selected an item that does not have a parent, you should be presented with the option to move all scene contents in a group which I simply call "Scene Root".

- Usage should be pretty easy: Move the selected item up and down past its siblings under a parent by clicking "up" and "down"
- Move the selected item out of its parent node by clicking "Unparent"
- Make the upper sibling the parent of the currently selected node (i.e. move selected node into the one above it)

And navigate the selection via the corresponding buttons below.

Video:

image

// V0.1


var selSize = 0;
var hasParent = false;
var numChildren = 0;
var isFirst = false;
var isLast = false;
var fos = Scene.getSelectedNode(0);
var los = Scene.getSelectedNode(selSize-1);
var par = fos.getNodeParent();
var startSelect = null;

var statAbsPos;
var statAbsRot;
var statAbsScale;

function moveInView(a){
	var selnums = Scene.getNumSelectedNodes();
	for(var i = 0; i<selnums; i++){
		var selnode = Scene.getSelectedNode(i);
		if(selnode.getNodeParent()){
			var parnode = selnode.getNodeParent();
			var cind = parnode.findChildIndex(selnode);
			// msg(selnode.getLabel() + " = " + cind + " + " + a + " /" + parnode.getNumNodeChildren());
			if(cind + a>=0 && cind + a < parnode.getNumNodeChildren()){
				parnode.moveNodeChildToIndex(selnode, cind + a, true);
			}
		}
		else{
			if(ask("No parent node available.\nShould all scene Nodes be moved into a Root Node (Group)?", "No Parent", "Cancel", "OK")){
				rootAll();
				moveInView(a);
			}
			
		}
	}
	updateButtons();
}

function unparent(){
	var selnums = Scene.getNumSelectedNodes();
	for(var i = 0; i<selnums; i++){
		var selnode = Scene.getSelectedNode(i);
		var parentnode = selnode.getNodeParent();
		if(parentnode){
			if(selnode.getNodeParent().getNodeParent()){
				saveTrans(selnode);
				selnode.getNodeParent().getNodeParent().addNodeChild(selnode);
				restoreTrans(selnode);
			}
			else{
				parentnode.removeNodeChild(selnode, true);
			}
		}
	}
	updateButtons();
}

function doparent(){
	var selnums = Scene.getNumSelectedNodes();
	for(var i = 0; i<selnums; i++){
		var selnode = Scene.getSelectedNode(i);
		var parentnode = selnode.getNodeParent();
		if(parentnode){
			var selfid = parentnode.findChildIndex(selnode);
			var newpar = parentnode.getNodeChild(selfid-1);
			newpar.addNodeChild(selnode, true);
		}
	}
	updateButtons();
}

function selectSibling(i){
	getStates();
	if(selSize<=0){
		Scene.getNodeChild(0).selected = true;
		return;
	}
	var sib = getSibling(fos,i);
	sib.select(true);
	fos.select(false);
	updateButtons();
}

function selectParent(){
	getStates();
	if(hasParent && fos.getNodeParent().getNodeParent()){
		selectNone();
		fos.getNodeParent().select(true);
	}
	updateButtons();
}

function selectChild(){
	getStates();
	if(numChildren>0){
		selectNone();
		fos.getNodeChild(0).select(true);
	}
	updateButtons();
}


var wDlg = new DzDialog;
wDlg.caption = "Re-Order Scene Object Tree View";
var wDlgLayout = new DzGridLayout( wDlg );
wDlgLayout.margin = 5;
wDlgLayout.spacing = 5;

var wBtnGrp = new DzGroupBox( wDlg );
wBtnGrp.title = "Move in List";
wBtnGrp.columns = 3;

var bugrid = new DzGridLayout(wBtnGrp);
bugrid.margin = 10;
bugrid.spacing = 4;

var wMoveUp = new DzPushButton(wBtnGrp);
wMoveUp.text = "Up";
wMoveUp.minWidth = 80;
wMoveUp.maxHeight = 20;
wMoveUp.clicked.connect(function(){moveInView(-1)});
bugrid.addWidget(wMoveUp, 0, 1);

var wUnparent = new DzPushButton(wBtnGrp);
wUnparent.text = "Unparent";
wUnparent.minWidth = 80;
wUnparent.maxHeight = 20;
wUnparent.clicked.connect(unparent);
bugrid.addWidget(wUnparent, 1, 0);

var wParent = new DzPushButton(wBtnGrp);
wParent.text = "Parent";
wParent.minWidth = 80;
wParent.maxHeight = 20;
wParent.clicked.connect(doparent);
bugrid.addWidget(wParent, 1, 3);

var wMoveDown = new DzPushButton(wBtnGrp);
wMoveDown.text = "Down";
wMoveDown.minWidth = 80;
wMoveDown.maxHeight = 20;
wMoveDown.clicked.connect(function(){moveInView(1)});
bugrid.addWidget(wMoveDown, 3, 1);


/////////////// Navigation
var wNavGrp = new DzGroupBox( wDlg );
wNavGrp.title = "Navigate Selection in List";
wNavGrp.columns = 3;

var nagrid = new DzGridLayout(wNavGrp);
nagrid.margin = 10;
nagrid.spacing = 4;

var wnMoveUp = new DzPushButton(wNavGrp);
wnMoveUp.text = "Up";
wnMoveUp.minWidth = 80;
wnMoveUp.maxHeight = 20;
wnMoveUp.clicked.connect(function(){selectSibling(-1)});
nagrid.addWidget(wnMoveUp, 0, 1);

var wnUnparent = new DzPushButton(wNavGrp);
wnUnparent.text = "Up Parent";
wnUnparent.minWidth = 80;
wnUnparent.maxHeight = 20;
wnUnparent.clicked.connect(selectParent);
nagrid.addWidget(wnUnparent, 1, 0);

var wnParent = new DzPushButton(wNavGrp);
wnParent.text = "Into Children";
wnParent.minWidth = 80;
wnParent.maxHeight = 20;
wnParent.clicked.connect(selectChild);
nagrid.addWidget(wnParent, 1, 3);

var wnMoveDown = new DzPushButton(wNavGrp);
wnMoveDown.text = "Down";
wnMoveDown.minWidth = 80;
wnMoveDown.maxHeight = 20;
wnMoveDown.clicked.connect(function(){selectSibling(1)});
nagrid.addWidget(wnMoveDown, 3, 1);


wDlgLayout.addMultiCellWidget( wBtnGrp, 0, 0, 0, 1 );
wDlgLayout.addMultiCellWidget( wNavGrp, 1, 1, 0, 1 );
var wDlgBtnsGB = new DzGroupBox( wDlg );
wDlgBtnsGB.flat = true;
var wDlgBtnsLyt = new DzGridLayout( wDlgBtnsGB );
wDlgBtnsLyt.margin = 5;
wDlgBtnsLyt.spacing = 5;


var wAcceptBtn = new DzPushButton( wDlgBtnsGB );
wAcceptBtn.text = "OK";
wAcceptBtn.minWidth = 80;
wAcceptBtn.maxHeight = 20;
wDlg.setAcceptButton( wAcceptBtn );
wDlgBtnsLyt.addWidget( wAcceptBtn, 1, 0 );

wDlgLayout.addMultiCellWidget( wDlgBtnsGB, 2, 2, 0, 1 );
wDlg.maxWidth = wDlg.minWidth;
wDlg.maxHeight = wDlg.minHeight;

updateButtons();

if(selSize<=0){
	Scene.getNodeChild(0).select(true);
	updateButtons();
}


if(!hasParent && ask("No parent node available.\nShould all scene Nodes be moved into a Root Node (Group)?", "No Parent", "Cancel", "OK")){
	startSelect = Scene.getSelectedNode(0);
	rootAll();
}

var rn = Scene.findNode("Scene Root");
if(!hasParent && rn && rn.getNumNodeChildren()>0){
	selectNone();
	if(startSelect!=null){
		startSelect.select(true);
	}
	else{
		rn.getNodeChild(0).select(true);
	}
	updateButtons();
}


wDlg.exec()

function msg(s,t,c1,c2,c3){
	t = t==undefined?"Message":t;
	c1 = c1==undefined?"OK":c1;
	c2 = c2==undefined?"":c2;
	c3 = c3==undefined?"":c3;
	if(c2!=""){
		if(c3!=""){
			return MessageBox.information(s,t,c1,c2,c3);
		}
		return MessageBox.information(s,t,c1,c2);
	}
	return MessageBox.information(s,t,c1);
}

function warn(s,t,c1,c2,c3){
	t = t==undefined?"Warning":t;
	c1 = c1==undefined?"OK":c1;
	c2 = c2==undefined?"Cancel":c2;
	c3 = c3==undefined?"":c3;
	if(c2!=""){
		if(c3!=""){
			return MessageBox.warning(s,t,c1,c2,c3);
		}
		return MessageBox.warning(s,t,c1,c2);
	}
	return MessageBox.warning(s,t,c1);
}

function ask(s,t,c1,c2,c3){
	t = t==undefined?"Message":t;
	c1 = c1==undefined?"No":c1;
	c2 = c2==undefined?"Yes":c2;
	c3 = c3==undefined?"":c3;
	if(c2!=""){
		if(c3!=""){
			return MessageBox.question(s,t,c1,c2,c3);
		}
		return MessageBox.question(s,t,c1,c2);
	}
	return MessageBox.question(s,t,c1);
}

function rootAll(){
	var baseNode = new DzGroupNode();
	baseNode.name = "Scene Root";
	baseNode.label = "Scene Root";
	Scene.addNode(baseNode);
	
	var allnodes = Scene.getNodeList();
	
	var j = 0;
	for(var i = 0; i<allnodes.length; i++){
		if(allnodes[i].name == "Scene Root" || allnodes[i].getNodeParent())
			continue;
		baseNode.addNodeChild(allnodes[i], true);
		baseNode.moveNodeChildToIndex(allnodes[i],j);
		j++;
	}
}

function getSibling(n, i){
	var parnode = n.getNodeParent();
	
	var cur = parnode.findChildIndex(n);
	if(cur + i < 0){
		return parnode;
	}
	if(cur + i >= parnode.getNumNodeChildren()){
		return nextOrParent(n, i);
	}
	return parnode.getNodeChild(cur + i);
}

function nextOrParent(c, i){
	var n = c;
	var parnode = n.getNodeParent();
	var cur = parnode.findChildIndex(n);
	if(cur + i >= parnode.getNumNodeChildren()){
		if(n.getNodeParent()){
			return nextOrParent(n.getNodeParent(), i);
		}
		else{return null;}
	}
	return parnode.getNodeChild(cur + i);
}

function getStates(){
	selSize = Scene.getNumSelectedNodes();
	hasParent = false;
	isFirst = true;
	isLast = true;
	
	fos = Scene.getSelectedNode(0);
	los = Scene.getSelectedNode(selSize-1);
	par = fos.getNodeParent();
	
	numChildren = fos.getNumNodeChildren();
	
	if(selSize>0 && par)
		hasParent = true;
	
	if(hasParent && par.findChildIndex(fos)>0)
		isFirst = false;
	
	if(hasParent && par.findChildIndex(los) < par.getNumNodeChildren()-1)
		isLast = false;
	// mag("index: " + par.findChildIndex(los) + "; num children: " + par.getNumNodeChildren());
}

function setButtons(){
	wMoveUp.enabled = !isFirst;
	wParent.enabled = !isFirst;
	wMoveDown.enabled = !isLast;
	wUnparent.enabled = hasParent;
	wnMoveDown.enabled = !isLast;
	wnMoveUp.enabled = hasParent;
	wnParent.enabled = numChildren>0;
	wnUnparent.enabled = hasParent && fos.getNodeParent().getNodeParent();
}

function updateButtons(){
	getStates();
	setButtons();
}

function selectNone(){
	for(var i = 0; i<Scene.getNumSelectedNodes(); i++){
		Scene.getSelectedNode(i).select(false);
	}
}

function saveTrans(n){
	statAbsPos = n.getWSPos();
	statAbsRot = n.getWSRot();
	statAbsScale = n.getWSScale();
}

function restoreTrans(n){
	n.setWSPos(statAbsPos);
	n.setWSRot(statAbsRot);
	n.setWSScale(statAbsScale);
}

I hope this is useful to at least one other person :)

Make it available via the main menu by right clicking -> Create Custom Action.

Convert MMD PMD Freebie models to OBJ for Daz/Poser

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This is more of a "how to" get a freebie, and I use a specific example.

There are a TON of freebies for MMD (MikuMikuDance) on DeviantArt and other sites. So, if you wanted to use one in DS (or Poser), you can download the .PMD files. Then using Blender (this is not hard in blender at all, so you don't need to be scared of it)

So to do this:

- Have Blender (I used version 2.67 for this)
- Install the plugin, meshio (LINK), and then you should see it in the user preferences as seen in the picture
- Open Blender, and delete the cube (right-click to select it, then delete, enter)
- File-Import the .PMD file (for example, the one for this hair -> LINK )
- NEW: Due to me retrying this with Blender 2.71 recently...you need to right-click the mesh (select it) in Blender, and then be sure to check the "Selection Only" option on the Export dialog pane on the left. If not, you get all of the rigging and other objects you probably don't want
- Export to an OBJ, and Close Blender
- Open Daz Studio
- File Import OBJ (I found Silo settings were the closest)

BAM! Hair freebie! (see picture)

Feel free to ask questions, if you get stuck. This is just about models, do a search in the forums (for mmd), and there are some other threads about animations, etc.

NOTE: this OBJ method, you don't get any of the rigging, which can be found in the model, so it is limited, but depending on the model, it still may be valuable! :)

mcjVoxelTerra - Image-based ( height map color-map ) prop generator


Kyle

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anyone know of any free clothing made for this poor fellow, he is sorely lackign in apparel 

 

Thanks

Free tool for Converting MMD facial motion into DS

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I developed a tool to convert facial motion from MikuMikuDance(aka MMD) to DS.

 

Check this:

http://youtu.be/9MM9m0rfPVE

 

This tool is a plugin for MikuMikuMoving (an alternative tool for MMD) , you can get my plugin here:

http://www.mediafire.com/file/tsn7zfu1ycrlla2/MorphToDS.zip

and MikuMikuMoving from here:

https://sites.google.com/site/mikumikumovingeng/

You need "DirectX End User Runtime Web Installer" to make MikuMikuMoving work:

http://www.microsoft.com/download/en/details.aspx?id=35

And you need "tda miku base" model to work with my plugin:

http://www.mediafire.com/file/6o6jpr5shdnqh5m/tda_miku_base.zip

 

How to:

* Copy my plugin into MikuMikuMoving's Plugins folder.

* Open MikuMikuMoving, load the "tda miku base" model, load a vmd motion file with the facial motion you need.

* On MikuMikuMoving's Toolbar, click Plugins section, find plugin "MorphToDS", and click it.

* This plugin will save the facial motion into a .duf file for Daz Studio.

* Open Daz Studio, open a G1 figure, and drag the .duf file onto that figure, you will get the converted facial motion.

* This .duf file only works for G1, but, you can edit it to make it works with G2:

    - Open the .duf file as text.

   - replace all "/head" into "" (nothing).

   - replace all "#CTRLVSM" into "#VSM".

   - save and close this file, now, it works with G2.

 

Cheers.

 

===========

Related tools:

* Tool for Converting MikuMikuDace's vmd camera motion into DS

https://www.daz3d.com/forums/discussion/37858/tool-for-converting-mikumikudace-s-vmd-camera-motion-into-daz-studio

* Share Solution: How to convert MMD's motion data into DS

https://www.daz3d.com/forums/discussion/56420/share-solution-how-to-convert-mmd-s-motion-data-into-ds

=============

 

With all tools above, you can convert all motion data from MikuMikuDance into Daz Studio, which means you have unlimited motion resource.  

You can create an animation in Daz Studio like following less then 3 minutes:

http://youtu.be/0oX1BRbUBLI

 

New site for freebies!

Chip Expressions

FREEBIES: Anime Doll for G2F

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Instead of so many Posts, I will just add updates to this one, so as not to clutter the forum  :)

They can all be found on my site:  http://3doutlaw.com/home/?page_id=631
 

  1. Male Morphs & G2M Tutorial
    • Some free boy/male Morphs for AD, based on Maya's AD Boy freebie
  2. Ear Morphs
    • Some basic Ear morphs including Elf!  :)
  3. G3F Tutorial
    • A tutorial on how to fit the figure to G3F
  4. Eye Mats
    • New Eye Colors and these use the default tiling, so iRay in 4.8 should render in correct location.
  5. Big Lash Morph
    • A single morph to extend the lashes
       
  6. AD for G2F - Easy Parent
    • ​​ A neck morph to make it easier to parent the head to older figures, and a couples of Poses to auto-parent it to A3 and V4

Makers/Programmers - Talk to your Arduinos, 3DPrinters... from Daz Studio

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mcjTTY Talk To Your 3D Printer or Arduino or COM devices ... from the Daz Studio Realm

https://sites.google.com/site/mcasualsdazscripts9/mcjtty


If you have an arduino, or in fact anything that "talks" over the serial port of your PC

then using this kit of software, you can communicate with your device from Daz Studio

This is for Windows PCs only ... unless someone can come up with a simple Terminal for Macs

 

image

image

image

image

Cosmo Zero for DAZ Studio now available

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The Cosmo Zero Fighter from "Space Battleship Yamato" (also known as "Star Blazers") for DAZ Studio is now available at Vanishing Point.

Model Features:
* DAZ Studio prop: dsf, duf/ png, with 20,537 polygons.
* Moving parts:
- Canopy, with a pose control dial on the Body.
- Rudder, with a pose control dial on the Body.
- Left and right elevators, with pose control dials on the Body for UpDown and Bank.
- Landing gear, with a pose control dial on the Body.
- Landing gear doors, with an pose control dial on the Body.
- Stick and throttle in the canopy.
- Left and right air brakes.
- Bottom rudder.
- Bottom tail fin can retract into the hull for landing.
- Left and right tanks are separate parts which can be hidden or shown or repositioned in the scene.

Poses:
* In Flight: landing gear retracted, landing gear doors closed, and bottom tailfin extended.
* Landed: landing gear extended, landing gear doors open, and bottom tailfin retracted.
* Hide/ show left tank
* Hide/ show right tank

Textures:
* Includes texture, specular, and normal/ bump maps.
* Also includes Iray shaders.
Note: the texture map may look pixellated when viewed close-up.

For use in DAZ Studio 4.9 and above with Iray.

Cosmo Zero 1

Cosmo Zero 2


An Attempt of a "Limited Time Freebie" Message Only Email Alert Thread

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This is a new thread JUST for limited time 3D graphics freebies, not for games or permanent freebies.

Don't post "newsletter only" freebies (like RDNA or Renderosity newsletter freebies), just publicly available limited time freebies.
Don't post comments, please, because if somebody is subscribed to this thread they expect a new freebie when they get a new message alert.
IF you want to discuss limited time freebies, there is a discussion thread here: http://www.daz3d.com/forums/discussion/116146/limited-time-freebies-discussion-thread

Sometimes people are not getting newsletters, or are getting newsletters late.
The idea of this thread is that most (ok, not all, I know) are getting emails for new messages quite fast.

To get subscribed, just click on the "Subscribe to this thread" Star in the bar with the title of the thread. It turns yellow and you are subscribed.
Make sure you get mail alerts for new messages in your profile: http://www.daz3d.com/forums/profile, click on the gear in the same line as your username, edit profile, notification preferences.
 

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DigiDotz Freebie Thread (latest ..G8F Watch Prop)

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Hello! I'll post new freebies here

I'm not listing past freebies here -but they are still on the freebie section of my website (some are quite old)

So, starting with a humble Pouffe prop

Download here

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