IMPORTING other 3D FIGURES into BeamNG

Discussion in 'Content Creation' started by M D Gourley, Oct 31, 2024.

  1. M D Gourley

    M D Gourley
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    A great Video showing the difference between 'Blender' and 'Daz3D Studio'....Daz3D is what is used in the above screenshots for that extra creative look.

     
  2. M D Gourley

    M D Gourley
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    Found this interesting Video showing other software called 'Diffeomorphic' used to import Daz3D characters into Blender with more functionality within Blender...amazing:D

    For all the very talented creators within BeamNG

     
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  3. M D Gourley

    M D Gourley
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    'Just Chillin with my Civetta'

    BeamNGJUSTCHILLINcropcopy.jpg

    Unedited original screenshot below...in the awesome 'Gambling Zone' from Barbent Servo GT'

    BeamNGJUSTCHILLINOriginalcropcopy.jpg

    World Editor screenshot below showing the extra added lighting in the scene.

    All scenes in this Thread have the World Editor extra lighting added:D

    BeamNGJUSTCHILLINOriginalWORLDEDITORcopy.jpg
     
    #23 M D Gourley, Nov 21, 2024
    Last edited: Nov 21, 2024
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  4. M D Gourley

    M D Gourley
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    'Just a little further'

    BeamNGDaisyJUSTALITTLEFURTHERcropcopy.jpg

    Original unedited screenshot below with some extra lighting added in the magical World Editor

    BeamNGDaisyJUSTALITTLEFURTHEROriginalcropcopy.jpg
     
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  5. ArsPro

    ArsPro
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    Your photos with 3D figures look great! Do you play using ReShade to make photos look better?
     
  6. M D Gourley

    M D Gourley
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    Thanks for showing some interest 'Arspro'

    No, I do not use 'Reshade' in these images....I get the basic Sun lighting, positioning of the Vehicle, Landscape composition sorted first in my BeamNG screenshot without the 3D figures, then add all extra lighting placed in the magical 'World Editor'....just love this.

    Then create the lighting in Daz3D Studio on the 3D Figure to match what's in BeamNG.

    Screenshot below of the image 'Just Chillin with my Civetta' ( post # 23 ) with all added Lighting within World Editor

    BeamNGJUSTCHILLINOriginalWORLDEDITORcopy.jpg

    I try to do as little Editing as possible, only adding the 'Grounding Shadows' for the 3D characters in the final image and no editing in the BeamNG screenshot, which I show with the final image with the Figure:D
     
    #26 M D Gourley, Nov 21, 2024
    Last edited: Nov 21, 2024
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  7. M D Gourley

    M D Gourley
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    'Relax...That'll Buff Out'

    BeamNGTHATLLBUFFOUTcropcopy.jpg

    The unedited BeamNG screenshot below with some added lighting within the awesome World Editor

    BeamNGTHATLLBUFFOUTOriginalcropcopy.jpg
     
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  8. M D Gourley

    M D Gourley
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    'That was Close'

    GYNSUITTHATWASCLOSEFireExplosioncropcopy.jpg

    Unedited BeamNG screenshot below with added lighting within World Editor

    GYNSUITTHATWASCLOSEFireExplosionOriginalcropcopy.jpg

    World Editor screenshot with added Lighting.

    GYNSUITTHATWASCLOSEFireExplosionWORLDEDITOR.jpg

    As previous posts, the workflow procedure (below screenshot) I have finally established that works well is having the final BeamNG screenshot open in Photoshop to get horizon line, perspective and general lighting.
    Also have 'Daz3D Studio' open on one of my screens within the triple monitor set up so I can see everything at once, makes it easier to position and light the character. At this stage I will do a 'Print Screen' and do a quick composite of the character placed within the final BeamNG screenshot to check postion, lighting etc before going to 'Render' the final character .PNG image.

    Only added Photoshop work is on the 'Attack Drone'...Blue 'Laser Guide' the 'Firing Line Flares' and added some post yellow / red color on the Attack Drone.

    GYNSUITTHATWASCLOSEFireExplosionWORKFLOW.jpg

    Thoroughly enjoying this series in BeamNG:D

    UPDATE: Had some inspiration from 'Barbent Servo GT' regarding 'Particle / Debris Explosions...so spent the afternoon having a go at adding this to the above screenshot.

    Still requires some study though:p

    GYNSUITTHATWASCLOSEFireExplosionPARTICLEScropcopy.jpg
     
    #28 M D Gourley, Nov 23, 2024
    Last edited: Nov 24, 2024
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  9. Barbent Servo GT

    Barbent Servo GT
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    Simply WOW! A moment, a snapshot with so much power and dynamism! The luminous trails of some of the fragments give the explosion a real impact :eek: and one can see some kind of shutter speed. A beautiful work of art that I marvel at again and again! It's also great how you show the steps you took! This thread is a real gem for screenshot artists!
     
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  10. M D Gourley

    M D Gourley
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    Thank you for your kind words 'Barbent'...it was your inspiration that showed me that extra step, much appreciated;)

    The 'Explosive' extra in my screenshot were also produced in Daz3D from a purchased product from their 'Online Shop'...the explosion is a complete element that you can brake apart and 'Render' the separate elements so you can place and layer them individually with different Photoshop layer effects.

    I plan on posting the steps taken to get this 'Explosion' here when I have some spare time, to help out anyone who is interested.:D
     
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  11. M D Gourley

    M D Gourley
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    Attached is a Photoshop Workflow showing the Layer construction of the 'That was Close' in Post #28 above...only if interested.

    This is the way I created this, eventhough there will be a number of other ways and techniques to get the same or better outcome.

    Some of the 'Explosion' effects Rendered separately within Daz3D and exported as .PNG for Photshop placement and manipulation.

    From a paid pack called 'LI KineticArcana - Firestorm FX' in the Daz3d Shop.:D

    0THATWASCLOSEFireExplosionworkTutorial.jpg 1THATWASCLOSEFireExplosionworkTutorial.jpg 2THATWASCLOSEFireExplosionworkTutorial.jpg 3THATWASCLOSEFireExplosionworkTutorial.jpg
    4THATWASCLOSEFireExplosionworkTutorial.jpg 5THATWASCLOSEFireExplosionworkTutorial.jpg 6THATWASCLOSEFireExplosionworkTutorial.jpg 7THATWASCLOSEFireExplosionworkTutorial.jpg

    ....continued in next post
    --- Post updated ---
    8THATWASCLOSEFireExplosionworkTutorial.jpg 9THATWASCLOSEFireExplosionworkTutorial.jpg 10THATWASCLOSEFireExplosionworkTutorial.jpg 11THATWASCLOSEFireExplosionworkTutorial.jpg
    12THATWASCLOSEFireExplosionworkTutorial.jpg 13THATWASCLOSEFireExplosionworkTutorial.jpg 14THATWASCLOSEFireExplosionworkTutorial.jpg 15THATWASCLOSEFireExplosionworkTutorial.jpg

    Final Explosion with all layers Active.

    16THATWASCLOSEFireExplosionworkTutorial.jpg
     
  12. Danny the Sniper

    Danny the Sniper
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    Interesting. Does this method work with Source Filmmaker? I use SFM more than Blender, as SFM is much easier to use for me.
     
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  13. M D Gourley

    M D Gourley
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    Hmmm, are you referring to the 3D characters within my screenshots...as I am not familiar with 'Source Filmaker', ...that is until I did a Google Search and watched a couple of YT Videos;)

    This is only something that creators using SFM could answer whether this workflow would work as not being a user of SFM I personally could not confirm:D
     
  14. Musicman27

    Musicman27
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    Can't wait until someone makes a short were Scout drives a pessima, makes a joke, then immediately crashes!
     
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  15. Danny the Sniper

    Danny the Sniper
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    Yes. Thank you. :)
     
  16. Murokmakto

    Murokmakto
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    These are really magnificent. Keep up with it!
     
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  17. M D Gourley

    M D Gourley
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    Thank you for showing some interest 'Murokmakto'....and looking forward to trying your 'Skeleton Coast' map:D
     
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  18. BrynCoops

    BrynCoops
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    If you can render and export an image of a character with a transparent background in SFM, then you'd be able to superimpose the character in a similar way to how @M D Gourley seems to. If SFM works how I think it works (not too sure bc I have only used SFM for a few minutes at most) you should set up your scene in BeamNG, then render the character in SFM with the necessary lighting to best match your scene in BeamNG, then take the two resulting images into your preferred image editor (preferably with layer support) and superimpose the SFM character into the BeamNG scene.

    If you can't render a transparent background, consider a solid background that'd be easy to cut the character out of. Besides that, the method would be largely the same.
     
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  19. M D Gourley

    M D Gourley
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    if there was a use for including 3D characters in BeamNG, the below story driven narative scenario called 'The Hawk' by 'Occam"s Razer' would be a perfect case.

    There could just be static 3D characters placed and posed in the 'Cut Scenes' throughout this mission....very exciting times ahead.

    Great watch from 'Neilogical'



    Link to 'The Hawk' from 'Occam's Razer'

    https://www.beamng.com/resources/the-hawk-story-campaign.32352/
     
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  20. M D Gourley

    M D Gourley
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    Continuing my journey.

    'Think we have come the WRONG WAY"

    BeamNGThinkwehavecometheWRONGWAYcropcopy.jpg

    Unedited BeamNG screenshot below from 'Barbent's Gambling Zone' map and using the awesome Dynamo 'Barn Find' variant vehicle:cool:

    BeamNGThinkwehavecometheWRONGWAYOriginalcropcopy.jpg
     
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