Ok, so here is a post about how a 3D picture starts to come together.
I'm working on a picture for one of my friends, where I try to recreate what she looks like, and use that figure in a steampunk fantasy-style render.
I'll work on putting together a proper first post over the weekend.
This is what I always start out with... DAZ Studio 3 Advanced opened up, and the base figure V4 loaded in. This picture will be done using pre-made models. Making your own models is complicated, and I won't get into it. Depending on the level of detail and what you want to model and rig, it can take days, or months.
Here, the face shape and everything is still the base model's, but I loaded a texture, and selected the eyelight I imagine would be the closest to what her surroundings would be.
This skin texture is very detailed, but we'll get to that later.
Using some seriously detailed morph dials, I shaped the head to look like my friend's.

Notice on the right side of the screen, just some of the details that can be done tto achieve the look you want.
On the left side, you can see the "bones". Bones are areas that can individually be moved. That's what rigging enables. If you create a figure from scratch in a 3D program, that figure is called a "prop", and nothing can be moved on it. Until you rig it, that is.
Rigging is about 80% of the work in making a 3D model work the way most people like it.
Of course you could model an entire picture where your figure is already posed, etc, but then you can't exactly use that model for a different picture with a different pose.
As an example, let's say you want to set up a scene of a horse running. You model the horse exactly the way you want it to look in your picture. It will take you a long time to get everything just right. Then you set up everything else in your pic (textures, surroundings, lights, etc), render it, and OMG your picture looks amazing. HOWEVER, since your horse model wasn't rigged, you cannot take it again and use it in a picture where that same horse is jumping over a fallen over tree. You'd have to remodel the horse, re-texture it, etc etc.
Rigging enables you to use the same exact model without having to remodel it, because your model then has joints, which you can then move.
Hope this makes sense. ^_^
Anyways, here is the morphed head, and I added the hair too and used a black colored hair texture on it:
Now, we zoom out a bit, and I added the steampunk style clothes she's going to be wearing. The clothes are conformed to the model, and I attached them to her, which means I can pose her and move her around, and the clothes will stay on her and follow her movement. The clothes are also rigged.
Here I made the pose I think I'd like her to have, and am in the process of doing the movement morphs for her clothes. This outfit has a LOT of movement possibilities.
I created one single distant light source here (seen in the top left of the instances tab), because I'll be working on the skin texture refinements soon, and I like to have shadows being cast and enabled when I do my test renders.
I'm picking out the color of the light here, what I'd imagine would fit my background.
Usually by this time I found a background I'd like to use, but I don't have it visible here for a while. The whole background or surroundings can be either a .jpg image, or I can set up the whole shebang in 3D.
I created another camera view here, so I can zoom around and check things without having to touch my already set scene camera angle (it's frustrating to work with only one camera, since you always check minute details up close, then having to reset your exact angle you want the picture to be taken from is a PITA). This way I can just switch over to my pose camera whenever I need to refine something.
On this following pic, I did a test spot render (spot render = renders the area selected by you for quick inspection, rather than always having to render the entire pic if you just wanna see something specific).
I don't like the way her skin looks, her lips look painfully chapped and her skin looks extremely dry.
Went over to the surfaces tab, and selected all the areas I wanted changes to be made on. You can see that in the right side of the window. I selected the skin surface areas, and lowered the bump maps which were waaaay too high (120%). down to 5.5%.
Looking much better now.
Now we do a full shot test render with shadows enabled, to see how everything looks. Not bad so far. ^_^
This is where I got to yesterday, will work some more on it later. It's quite urgent that I get this picture done, I have the weekend to finish it.
More to come soon, ad I hope it was at least mildly interesting to you. ^_^