What's up with the height of G3F characters?
in The Commons
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
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
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. :-)
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!
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.
You do know you can set them up however you want them, then save them. There is no reason to rescale them each time
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.
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! :)
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?

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