What's up with the height of G3F characters?

Monique 7 is 6'0".  That's not realistic at all.  Average height for females is 5'5".  I can see maybe Rune or Gia being tall since they are more warrior-like, but almost all G3F characters way above average.  Having to rescale everytime is another step in the workflow that slow down the final output.  Not sure why this is a recurring theme...

Comments

  • AllenArtAllenArt Posts: 7,175
    edited December 2016

    I've wondered this myself. However, Daz figures have been "giants" even since Victoria 1 ;). The Genesis 3's tho are especially odd when you look at a male and female in a couples pose and the female is just as tall as the male o.O. Looks awkward when Mike 7 is carrying Vicky 7. She must be heavy ;).

    Laurie

    Post edited by AllenArt on
  • cherpenbeckcherpenbeck Posts: 1,416
    edited December 2016

    That's because all of them (or nearly all of them) are runway models. Perhaps normal people could not wear the skimpwear and still look good. :-)

    Post edited by cherpenbeck on
  • LlynaraLlynara Posts: 4,772
    edited December 2016

    I've found I have to reduce the height of many of the G3F's when doing renders with G3Ms or anyone else. They look great on their own, but they're way too tall. This creates problems with interactive poses too. When I'm doing promo art for my books it's kind of a funny challenge, since my heroines tend to be average height and some of them are actually quite short. Black Kat is tiny but extremely strong. Other characters jokingly refer to her as being "snack size." I keep having to shrink her in all the renders! 

    Post edited by Llynara on
  • zombietaggerungzombietaggerung Posts: 3,845
    edited December 2016

    i'm pretty sure all the DAZ females are super models. of course, some "average" women are tall. My mother is 5'11", my two sisters are 5'9" and 5'6" respectively, my brother is 6'3" and I'm 5'7"; and i feel short in my family, but when i go out I do tend to tower over most other women. So the idea of a 6' tall woman, especially a black one, is not that far fetched to me.

    Post edited by zombietaggerung on
  • jcbunnjcbunn Posts: 271
    edited December 2016

    You do know you can set them up however you want them, then save them. There is no reason to rescale them each time

    Post edited by jcbunn on
  • FSMCDesignsFSMCDesigns Posts: 12,843
    stryfe said:

    Monique 7 is 6'0".  That's not realistic at all.  Average height for females is 5'5".  I can see maybe Rune or Gia being tall since they are more warrior-like, but almost all G3F characters way above average.  Having to rescale everytime is another step in the workflow that slow down the final output.  Not sure why this is a recurring theme...

    Not sure why users seem to always bring this up. Thank goodness for the height and scale sliders so I never have to worry about or question the sizes of virtual mesh figures, LOL.

  • 6'0 and female is about one in 900 in the US... (it is much more common in places like Holland).  Scaling height is fine, but touching up the legs, torso and arms is easy and can move you more to what you want to achieve.  And, as mentioned, just save it.

    You can run into the other problem.  I just got Cayenne and wanted a realistic beach volleyball player.  6'0 would be very average to even a bit shorter than average.  I went with 6'3 and the result is about right.  

  • OstadanOstadan Posts: 1,130

    Is scaling fine?  Or does that mess up real-world proportions?  Seems to me I can find art pages on the net that argue both ways.  And of course, there may not be a universal answer; different people of course have different proportions.

     

  • Maybe it's just me, but all the G3 base figures seem to be taller than previous generations. They must be taking vitamins at a young age! :)

  • L'AdairL'Adair Posts: 9,479

    I have a theory on this, based on a lot of years working with images and photos in Photoshop...

    I think it has to do with the textures. If you had to use the morph controls to make a 5-foot 6-inch gal into a 6-foot 3-inch vollyball player, the leg materials would have to stretch a lot. But if you're starting at 5-9 to 6-even, the materials don't have to stretch quite so much. Sizing the image smaller, when scaling the figure shorter, will produce much cleaner results than the average-to-extra-tall example.

    The distortion probably wouldn't show unless you were doing a closeup or large render of a sexy pin-up, in swimsuit or other skimpwear. Oh, wait. Isn't that the bulk of what we see in the Galleries?
    wink

  • HavosHavos Posts: 5,581
    Ostadan said:

    Is scaling fine?  Or does that mess up real-world proportions?  Seems to me I can find art pages on the net that argue both ways.  And of course, there may not be a universal answer; different people of course have different proportions.

    Scaling is not a good idea, use the height slider to reduce the height of a character. Taller people tend to have much longer legs than shorter people whereas other body parts, like the head and torso, there is less difference. Thus a linear scaling of all parts would be both wrong and look somewhat odd.

     

  • nonesuch00nonesuch00 Posts: 18,729

    Vitamins and good nutrition does help with height but the tallest average people I've noticed were on my visits to the Netherlands. I once visited an old village that is now a folk museum near Vienna, Austria and the height of the doors was short, like 5'5" or 5'6". I had to bend over to enter the building. 

  • ThatGuyThatGuy Posts: 797

    I've often had to scale up G3M when doing couple poses.  Hmmm...never thought to scale down G3F, but yes....all the female characters are quite tall.  Everyday real people are not all one size.

  • hjakehjake Posts: 1,273

    Textures scale down better than they scale up. So making a tall character shorter/smaller will look better with the texture than the reverse.

  • cherpenbeckcherpenbeck Posts: 1,416

    Most of the time you just have to shorten the legs a bit to get decent sized people. And these shorter legs do look natural.

  • ArtisanSArtisanS Posts: 209
    edited December 2016

    6'0 and female is about one in 900 in the US... (it is much more common in places like Holland).  Scaling height is fine, but touching up the legs, torso and arms is easy and can move you more to what you want to achieve.  And, as mentioned, just save it.

    You can run into the other problem.  I just got Cayenne and wanted a realistic beach volleyball player.  6'0 would be very average to even a bit shorter than average.  I went with 6'3 and the result is about right.  

    Jep, I'm from Holland and I'm not 6 foot tall not even close.....but there are ways to reach small in steps and with some buying prowesse!

    - Buy 2 products:

    1) Teen Josie (was offered lately for 5 bucks and 2.99 for some older products) great buy!

    2) Buy Shape Shift for Genesis 3 it has a nice Average Proportions Adjust and Shape Width Adjust morphs that work on the whole body....

    3) Use the Height morph of the standard (ehem) morphs of the Genesis 3 figure

    Step 1:

    Go to the Shaping - People section and dial in teen Josie (you get her head for free but that's not a problem)

    Step 2:

    Go to Head and dial out Teen Josie's head......and thanks for the trouble! The result is about 5 foot 8 tall (170 cm) tall

    Step 3:

    Use Average Proportions Adjust and Shape Width Adjust.....this should get you down to 150......

    Step 4:

    Use Height and she gets smaller stil up to 142 centimers (according to Blender, export to blender as obj....set scaling correctly and let Blender do the measuring)...

    Step 5:

    Correct a few disproportions using the fabulous shape shifting morphs (DAZ is no fun wuthout them, Zev0 your a king) and the standard morphs.Heads can be a tad smaller but remember Head size and overall body size are linked in a person growing up.....but not so much in different adults.....smaller people can certainly have bigger heads, so that depends on the person you are creating. As does bodywidth versus body height....which both depend on stature, training (think Olympic gymnasts for instance, which are relative broad shouldered and some are stubby tumblers (like Simone Biles) others are way more elegant (like Douglas and Raisman). 

    Now of course you could also use the Growing Up Morphs but these are geared towards creating younger people not smaller people. And yes you can also just dial down the scale.....but smaller people are not just smaller versions of bigger people, they have radically different proportion....my grandfather was a taylor and I remember him yelping how of the rack clothing was all wrongly proportioned and would never fit.

    Greets, ArtisanS

    Eva is 1.81 and Aiko Something is 1.39 (neck height and head propagating shape also used but sparingly).....

    Eva versus small Aiko something.jpg
    1000 x 1300 - 381K
    Post edited by ArtisanS on
  • grinch2901grinch2901 Posts: 1,247

    An average human is 7.5 heads tall. That is, if you took a cube the size of their head in the vertical direction, you should be able to stack 7.5 of them to get to their height if they are in proportion.  If you want to have more "perfect" propotions, use 8 heads.  If you want a superhero or a god or something, 8.5 heads can work.  If it's not scaled thusly, the person will look "off".  So if you just scale the legs up, for instance, the proportions end up off.  Something to consider.

  • outrider42outrider42 Posts: 3,679
    The idea that we could just use morphs to make our own is a pretty lame one. If thats the case, why make 25+ different base characters at all if we can just morph Genesis 3 into anything and use any skin anyway? With 25+ base characters I don't think it would hurt to branch out with that. A petite woman who is not a freakin' child would be kind of unique in this store. And hey, if somebody wanted to make her taller and put her in heels, they can do that, too.

    An issue with scaling is that it can alter prop sizes, too. This creates a problem if you have scene where multiple people are sharing and using the same props. Its cold, and John gives Suzie his coat. His coat magically shrinks and conforms to Susie's smaller body. "What manner of sorcery is this!" The reader asks!

    Every base figure has their own pose set. Some even have the exact same sets, only they are tweaked for that character's specific body shape. Why do we need those? The answer is we don't, but they save time. My wife is just about 5 feet on her tip toes. With that in mind, I'd like to see a couples pose collection between a shorter girl and one of the taller dudes of Daz. Again, I can tweak poses to work, but having a little collection like that would be a nice time saver. And saving time by buying premade products is one of the reasons most of us are using Daz in the first place. I'm not saying every pose collection needs this, or every character. Just throw a few bones out there. There's a thousand pose sets in this store. Maybe this would stand out from the crowd and sell some.
  • nicsttnicstt Posts: 11,715
    The idea that we could just use morphs to make our own is a pretty lame one. If thats the case, why make 25+ different base characters at all if we can just morph Genesis 3 into anything and use any skin anyway? With 25+ base characters I don't think it would hurt to branch out with that. A petite woman who is not a freakin' child would be kind of unique in this store. And hey, if somebody wanted to make her taller and put her in heels, they can do that, too.

     

    An issue with scaling is that it can alter prop sizes, too. This creates a problem if you have scene where multiple people are sharing and using the same props. Its cold, and John gives Suzie his coat. His coat magically shrinks and conforms to Susie's smaller body. "What manner of sorcery is this!" The reader asks!

     

    Every base figure has their own pose set. Some even have the exact same sets, only they are tweaked for that character's specific body shape. Why do we need those? The answer is we don't, but they save time. My wife is just about 5 feet on her tip toes. With that in mind, I'd like to see a couples pose collection between a shorter girl and one of the taller dudes of Daz. Again, I can tweak poses to work, but having a little collection like that would be a nice time saver. And saving time by buying premade products is one of the reasons most of us are using Daz in the first place. I'm not saying every pose collection needs this, or every character. Just throw a few bones out there. There's a thousand pose sets in this store. Maybe this would stand out from the crowd and sell some.

    Not really; i use the characters I buy as suggestions - but mostly as a starting point.

    I do make my own, but have fun changing the ones I have; changing textures, shaders, and morphs. I don't leave any as they are, except for test sometimes when I first get them.

    I like to see what the PAs have envisioned, but have no real desire just to do the same - I could save my self the cash, and make do with their renders, and other folk's too.

  • An average human is 7.5 heads tall. That is, if you took a cube the size of their head in the vertical direction, you should be able to stack 7.5 of them to get to their height if they are in proportion.  If you want to have more "perfect" propotions, use 8 heads.  If you want a superhero or a god or something, 8.5 heads can work.  If it's not scaled thusly, the person will look "off".  So if you just scale the legs up, for instance, the proportions end up off.  Something to consider.

    Correct, when we are talking about average adult humans. 8 to 8.5 heads is what many fashion designers use when drawing, as well as many comicbook artists. It's also what many classical sculptors used. If you go beyond that, you're going to wind up with something akin to the Apple Bonkers in "Yellow Submarine." 

  • The idea that we could just use morphs to make our own is a pretty lame one. If thats the case, why make 25+ different base characters at all if we can just morph Genesis 3 into anything and use any skin anyway? With 25+ base characters I don't think it would hurt to branch out with that. A petite woman who is not a freakin' child would be kind of unique in this store. And hey, if somebody wanted to make her taller and put her in heels, they can do that, too.

     

    An issue with scaling is that it can alter prop sizes, too. This creates a problem if you have scene where multiple people are sharing and using the same props. Its cold, and John gives Suzie his coat. His coat magically shrinks and conforms to Susie's smaller body. "What manner of sorcery is this!" The reader asks!

     

    Every base figure has their own pose set. Some even have the exact same sets, only they are tweaked for that character's specific body shape. Why do we need those? The answer is we don't, but they save time. My wife is just about 5 feet on her tip toes. With that in mind, I'd like to see a couples pose collection between a shorter girl and one of the taller dudes of Daz. Again, I can tweak poses to work, but having a little collection like that would be a nice time saver. And saving time by buying premade products is one of the reasons most of us are using Daz in the first place. I'm not saying every pose collection needs this, or every character. Just throw a few bones out there. There's a thousand pose sets in this store. Maybe this would stand out from the crowd and sell some.

    I agree, I would love to see couple poses where the female is shorter by the normal amount. I usually end up having to spend a fair amount of time adjusting for things like hugs or kisses or even holding hands. Conversation stuff is easy enough, but when hands are involved...time goes by way too quickly so help from PAs is definitely welcome. 

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