
Old generation figures may be free with clothes and hair as a set. Camping Ground Construction Kit. Terrain prop for Daz Studio 4.12. The Camping Ground Kit is a square ambient for the creation of a camping field with Tent Pitches spaces, nature elements like grass, trees and bushes, and a modular hedge system. It comes with 2 basic options, the main anthropic ambient preset with. DB Animation Kits (formerly Daz 3d products) are now Free.
And eh Free download clothing for Daz Studio and Poser models: bags, headgear, glasses, dress, hat, shirt, T-shirt, sneakers, shoes (for Genesis 3 Male, Genesis 3 Female. Originally a marketplace that sells items made by ordinary people as a hobby, you can also get a lot of free materials. Renderosity is a must-have for free materials.
Daz Clothing Series Of Points
I won’t go into details on each step, I just want you to know that modelling is only the beginning of a longer journey to turn a static mesh into clothing. For clothing, it usually involves extruding curves and primitives or sculpting tools.However, the real work begins when the 3D object is made. The points can be created with traditional modelling tools, 3D sculpting, cloth simulation or a combination thereof. It all involves describing a series of points in 3D space, connecting them and building a surface. Workflow OverviewCreating 3D objects follows the same basic principle outlined below, however the creation of the geometry differs on the subject matter. If I knew the ins and outs as well as some of the PA’s do, I’d sure share it with you as articles or videos, trust me.Hence this is not a tutorial, but rather a very in-depth answer to a comment I frequently get, in the hopes that it will give readers an overview of the whole process, without getting lost in too many details.
Texturing / Material Setup (creating shaders that make the object look handsome in renders, perhaps adding material variations if necessary) Exporting the object (so that DAZ Studio can import it) Setting up Material Zones (creating surface descriptions for material setup) UV mapping / unrwapping (describing how a 2D texture can be applied to the object) Retopologising (reducing polygons and optimizing the object) Modelling (hard surface, sculpting, cloth simulation, etc)
PropsThe easiest types of content you can create are Props. I’ll outline the differences below, and how they’re made in principle. We have:You probably have come across all three in your 3D journey, but it’s not always obvious what item is made as what type. By add-on content I mean anything we can put on our figures, from clothing to weapons, from hair to hats, and anything in between.
Most of them don’t “fit on” a character, but they’re important building blocks of a 3D scene. Technically speaking they’re all props. Think of chairs and tables, scenery items, even landscapes and buildings.

The bones of the skeleton dictate where an item can bend, and where it needs to be straight. This means they are very much like the Genesis figure itself, which means they contain a skeleton. I’ve descibed how to create Smart Props on both DAZ Studio and Poser in these articles:Conforming Clothing items are a little more tricky to describe, because technically they’re rigged figures. The only difference is the way they’re saved, with a character in mind – unlike the Dumb Props, which are saved only with the centre of the 3D world in mind.Creating them requires no rigging, only a few special tick boxes when saving them.
Some adjustments are more difficult to make than others.Such adjustments are made either as morphs or weight maps (or both). When an undesirable effects happen, the clothing creator will have to make adjustments, and repeat the process until he/she is happy. It usually looks pretty good when in that position, but as soon you dial in a custom character morph, or apply a pose, some very strange results can happen – only because DAZ Studio doesn’t know any better and tries its best to “guess” how the static clothing object should deform when the figure moves, or when the figure is deformed with a character morph. Otherwise that piece of clothing looks terrible.Conforming Clothing starts as a regular 3D object, usually modelled or sculpted around the Genesis base figure in an A or T pose. DAZ Studio is quite clever: it tries to make sure the clothing (or the outer layer) does not intersect with the geometry of the figure (the inner layer), but the clothing creator needs to describe anything that cannot be adjusted intuitively by DAZ Studio.
Think of the flare of a coat, or the movement of a skirt.Another principle of changing how clothing behaves is by way of painting Weight Maps. That’s similar to an Adjustment Morph, however the latter is intended to be dialled on on demand by the user, rather than set automatically by DAZ Studio. It can be saved with a name that DAZ Studio recognises, so that when it finds say a “pot-belly morph” in the figure, it knows which morph to use in the clothing rather than guess.I believe this is called a Control Morph.
DAZ Studio has a handy tool that will transfer the rigging of the selected Genesis figure to a static item of clothing in the same scene. Those may include Blender, Maya, Modo, Lightwave, ZBrush, Marvelous Designer and the many others apps suitable for the task out there.To make our static clothing mesh magically follow our Genesis figure, we need to rig it. For example, a leather belt would be less flexible at the buckle than anywhere else.Weight Maps, Control Morphs and Adjustment Morphs are all created in DAZ Studio, whereas the actual geometry is built and changed in the 3D application used to make the static mesh.
With those properties the dForce engine can calculate what happens to the cloth over a series of frames as the item moves. Dynamic objects also start out as regular 3D meshes, with special surface properties attached that describe how much friction and weight an item has. DAZ Studio has its native dForce physics engine to simulate such things, although dForce is said to be developed further into other areas of physics in the future.The advantage of Dynamic Clothing is the realism it can bring when compared to confirming counterparts, but it can be tricky to simulate, and it can take a while to calculate. Think of a table cloth that’s dropped onto a table, or a blanket that’s pulled over a person. How to turn a 3D Object into Conforming Clothing in DAZ StudioWhile Conforming Clothing has a skeletal rig and follows the character’s every move, Dynamic Clothing is draped like a piece of cloth would fall in the real world. I’ve written an article on its basic usage a few years ago, it hasn’t changed much since then:
If this sounds overwhelming to you, that’s because it is! At the same time, it’s also very rewarding to look under the hood of the internal workings of the products, and have a try at making your own objects.As I said, I don’t make 3D clothing myself, but many of my friends to. It’s a hugely labour intense process, often undertaken by more than one person. Think of a dress that’s fitted around the chest (confirming), while its long skirt might be draped (dynamically).To setup dynamic surfaces, select the surface of your item, then head over to the Simulation Tab and choose dForce – Add dForce Modifier: Dynamic Surface.And that’s that’s the basic principle of how 3D clothes come to be in DAZ Studio. A dynamic skirt for example may look like a regular circle when loaded, but by the time it’s draped around a character, it’ll look like a very realistic piece of clothing.Often times, a combination of Conforming and Dynamic Clothing is used, to get the best of both worlds.
