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The existing design on this surface was replaced with a strokes logo I found in the internet. The clothing texture map in the before image was located by hovering over the Base Color image in the surfaces tab. The following after image clothing was achieved by doing the following. This process gives you complete control over the result, however it does require editing of the Base Color Texture by using a image editor such as GIMP or Photoshop. You can also straight up edit a surface by changing parameters such as Base Color or Cutout Opacity. You do this by right clicking on the source surface and "Copy Selected Surfaces", then selecting destination surface and right clicking again and "Paste to Selected Surface". Another alternative to applying a shader preset is to copy surface properties from another surface and apply it to the surface you wish to change. Then simply select desired shader preset. Then select that portion of the clothing you wish to change in the surfaces tab (see image in Spoiler - Surfaces). To apply a shader present select the item of clothing you wish to modify. At it's hearth though it is a surface that you can apply a texture and in not overly different from a wall or prop from a rendering perspective. Typically customised to a particularly character model it is scaled and then surface smoothed with the character geometry. All clothing assets are a 3D mesh that is applied over a character model.
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The following adjustments at applied to the OOT Leony Outfit using primarily shader presets from the Traveler Uber+ Iray SkinTight Shine.
![daz 3d tutorial daz 3d tutorial](https://d2t1xqejof9utc.cloudfront.net/screenshots/pics/ac737b086156827d4fb3be751c779633/large.jpg)
This understanding can also be applied to you rendering environment by allow changing of wall surfaces etc.
#Daz 3d tutorial how to
The following tutorial is intended to give you an understanding of the surfaces tab in the properties window and how to use it to customise your character clothing. During the tweaking process, your eye for aesthetics will always make the characters look more and more similar the more tweaks you undertake. If you wish to create a range of distinct characters, you need to use different skins and significantly different quick morph characters.
#Daz 3d tutorial skin
If you plan to use skin builder, then lighter skins without too many features are typically better. Some base skins in character assets are simply better than others. When using make-up, use LIE overlays or the base skin which you have spent time working on will be over-written. When saving skins, I would leave off additions such as tattoos and make-up, as they can't really by unloaded once the texture has been adjusted. Keep in mind that you can adjust the base colour to create dark skin or different hews. Skin Builder 8 has the ability to save an entire texture map in the utilities tab, which can then be applied to future models. Skin tone variation is essential to make it believable. The key to a good skin is its imperfections. As per the eyebrows, picking a source texture without pubic hair is preferred as you can use a fibremesh asset and separate edit without changing the torso texture. I haven't covered body morphs, however using quick morph + tweaking methodology works fine for bodies as well. You don't have permission to view the spoiler content.