Death Bringer is a fantasy or barbarian clothing set for V4/A4/Elite, inspired by classic fantasy and pulp pop art. Death Bringer is part of a group release that includes Nova Hair, Wyrd: Nova (textures and poses for Nova Hair), Warrior Maiden Tazi (character for V4), Savage Sword (poses for V4) and Deadly Maiden (textures for Death Bringer) brought to you by Neo10, AprilYSH, Surreality, Skyewolf and Arien.
For full size promotional images, visit the Death Bringer and Deadly Maiden Gallery
Load the clothing items from your Character folder, under Death Bringer. All the clothing figures superconform, so make sure you have the V4 figure selected when loading the clothing item, otherwise you might experience issues with the morphs crosstalk. Conform each clothing item to V4; when morphing V4, the clothing should follow automatically.
CUSTOM CHARACTERS: for the crosstalk to work with custom characters like Tazi in Poser, they need to be loaded before loading the clothing; otherwise you will have to dial the morphs in the clothing manually.
Select V4 and inject the TabiSpreadToe INJ from the Death Bringer\Morphs in the Pose folder. This morph simulates the compression of the big toe and side second toe that would happen when wearing tabi socks or shoes. This also prevents pokethrough of the toes through the indentation in the tabi. However, for morphs that do thicken the toes a lot -like Bulk- you might need to turn invisible the whole toe bodypart.
The TaziNoNipple mor pose will zero the nipple morphs used with the Tazi character -and might also work for other characters that use DAZ’ Morphs++. Apply this pose to V4 before or after loading the clothing to avoid the pokethrough of the nipples and areola.
If the morph is listed as supported above but isn’t listed in the actual clothing item, it is because there are no significant changes in the bodypart to require a new morph
Sometimes it will become necessary to “break” the built-in crosstalk, for instance if you are fitting a custom character and need to fit the outfit to it. To do this, you will need to have V4 loaded, without any clothing. Load a new figure ( for instance a hair, or a scene background; anything within your “figures” folder that doesn’t have FBM morphs for the crosstalk to interact with). Then select this new figure, load the clothing item, and conform to V4. Repeat the procedure, selecting this extra figure before loading clothing. This will allow you to manipulate the FBMs in the body individually.
All the items in this set load with a blank material.
To apply the specific high-end materials for either Poser or DAZ|Studio, go to Pose\ Death Bringer\ Styles, and select the required MAT pose. The Poser materials use advanced shader nodes and displacement, and because of this, require you to render using Firefly, and have displacement enabled. More information and render settings suggestions in the pdf.
The material settings for this outfit were created first in DAZ Studio, and then translated into Poser.
As part of a new functionality of Studio, you can find the Studio shaders in the same folder as the Poser shaders; just click on the desired thumbnail and Studio will automatically load the Studio shader instead of the Poser one. Be aware that while every effort was made to get them as close as possible in both Studio and Poser, in some cases we preferred to play on each programs’ strengths, and so the ones depicted in the thumbnails might be slightly different from the ones loaded.
The set uses HSS shader presets to obtain better results. Be aware that you need the Human Surface Shader to be able to use these (available with any of the Elite Textures, and separately as ds_ap47), and also that the render times might be longer.
Metal is reflective, and the native Studio materials have been set up taking this into account. However, this means that to look at its best, there has to be something in the scene other than the clothing item and the figure for it to reflect. If you find that you need your metals to have more of a glossy sheen, it is a good idea to give them something light to reflect. Set up a few white or light-coloured primitives outside of the camera view, or even above, so the metals have something to reflect; this should liven them up. This is a trick used quite often for car photography and 3D renders, and should work well for you.
Also be aware that the raytraced reflections will make your renders longer. If you want the metal to reflect less, reduce the reflection percentage in your surfaces, or you can change the colour and use a reflection map instead. Finally, remember that good lighting is essential to obtain good raytraced reflections. If you are using Studio’s default lighting, or very low levels of light, or light that doesn’t shine onto the metal, it won’t have the same look as a properly lit scene.
For troubleshooting, render suggestions, and contact details, please download the Death Bringer Readme pdf file