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DAZ|Studio F.A.Q (Last Updated: 2025 Feb 10 2:36 pm)



Subject: Z-Tooning In Daz Studio!


Veritas777 ( ) posted Sat, 27 December 2003 at 5:11 PM · edited Fri, 15 November 2024 at 6:39 PM

file_90770.jpg

Not a true Z-Toon made in DS, but an imported Z-Toon made in P4-PP. This is of Bloodsong's Heavy Horse using Alla's beautiful brand-new maps- this one is the Dapple-Grey. I just wanted to see how DS would handle it with its specific rendering engine.

Also- my version of Z-Tooning is from what I call the
"Z-Toon Illustration Style School", a radical break-away
use of "Z'ing" but not "Tooning". I call it the
"Z-Illustration" look.

Oddly enough BL's horse would NOT import correctly lit and mapped previously, but did PERFECTLY as a "ZT Pz3 Import"
Even more odd- when I went back to the original 3D version, it then DID ALSO import correctly!

This is leading me to some wild theories that Python is playing some kind of- perhaps unintentional- or?- role
in assisting Pz3 imports. And that- once a good import is made- some kind of DAZ "environment" file gets set, and the next import works better. I believe the software has some kind of Smart Learning Curve ability- not unlike how Windows IMPROVES the operation of certain software, like Photoshop, once you use it a few times.

(I expect a few bar room brawls will quickly ensue! Please don't break the whiskey bottles, the nice big mirror, or shoot out the lights!)


Veritas777 ( ) posted Sat, 27 December 2003 at 5:16 PM

file_90771.jpg

Here is the mesh version- to show that I am actually using a 3D mesh, with the Z dimension reduced down to about 10%.

Also shown is the Ockham Z-Toon ball that is normally invisible in P4-PP. It can't be deleted or the horse also gets deleted. Obviously I could make it invisible in DS, but I left it in for those who might be interested.

In the top render you can see how the ball shows the angle of lighting too- so that why I left it in there.


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