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Hexagon has sculpting tools too, and if you don't have a pen tablet they're a bit easier to control than z-brush. Of course z-brush is much better at handling high poly meshes so as a PA with the HD morph ability z-brush wins for fine details anyway, but for base mesh manipulation (especially smoothing) I use it all the time.
+1 - a morph brush would be great, but leave it at that.
I think one of the reasons is that it crashes too often, plus it's only 32 bit.
Oddly enough, Hexagon rarely ever crashes for me...go figure ;). I crash Wings 3D way more than I crash Hex. LOL
Laurie
It has days for me.. like one out of every 15 to 20 or so days I want to work with it it's just ridiculously unstable, all the other times it's fine. No clue. It's PMSing or something.
I've had Hexagon for years and re-visit it every time I get a new computer or update the opertating system. I've tried it on several versions of Mac OSX and several versions of Windows. No matter what I try it will crash within 10 minutes of me loading it. The most unstable piece of software ever but I must say that I seem jinxed with some software - I had to return the VWD Dynamic Cloth plugin because it also crashed incessantly. Others seem to have much more luck with it.
Anyhow, I am gradually getting familiar with Blender - little by little. At least it never crashes on my PC (or Mac). So I'd love to see some kind of Blender Bridge.
BTW: Hexagon is pretty stable, as soon you switch off open gl support in the settings.
Im going to disagree, I think Daz Studio would benefit immensely from full fledged modeling, sculpting and UV mapping tools, all the same with a proper dynamics system, and there is absolutely no reason it couldn't be separated into rooms within the default UI (CityLimits lite hides CC tools already, hardly an issue to anyone who wouldn't use them). You all speak of this "bloat" fear, yet people love 3ds Max, Zbrush, 3D Coat, Carrara, Blender, heck even poser crosses the lines with major features, they all have those same capabilities which DS hasn't really explored yet to full potential. Daz btw, tries to present DS as a modeler, have done so on their home page and blurbs for years (Which has always been a questionable claim). I feel that they've been noticeably heading that direction, for some time now, and its a lot easier to make content for DS in DS.
I have hexagon on my PC and my mac
the windows version is quite unstable
but the mac version seems solid
But alas I am spoiled by C4D & MODO
and Hex just seem like a primitive childs toy to me
so I cant use it for anything.
Just like modeling features in DAZ Studio, I rather NOT have tools to sculpt; DAZ3D needs to focus on how to manipulate or make imported content better for end users and content developers, this splits their focus unnecessarily, especially when you consider how small their staff is. There are tools that do the job externally much better and for good reason to try to duplicate that within studio, there are sculpting tools such as zbrush core that fall right at the $150 range, as well as tools available in steam for a monthly charge. Those options really need to be explored first. If you can't afford $150, cut back on content purchases until you do, it's not impossible or go with the tools in free tools like blender. DAZ Studio's strength comes from how it handles content, not how it is made.
Same here. A Blender Bridge, please.
I tend to disagree. While I agree, that DS focuses on what it's made for, a morph tool still whould be a nice addition to the workflow. If something's poking through, or some joint don't look right, it whoul be nice to be able to repair those things quickly inside DS.
Yeah, well: https://www.daz3d.com/forums/discussion/177736/how-to-use-a-push-modifier-creating-a-blanket-adjusting-clothing-fit#latest
Yeah no much more advanced. I think poser terminology is coming through with their "morph tool" which is more like a sculpting brush, and soft selection vertex modeling or displacement brush in Carrara. Push modifier although handy for some things is quite primitive, its not something id ever use for making a morph or correcting distortions etc
I've been using Daz for over three years now, and still prefer Blender's UI and way of working.
That is normal. Some people's approach to using SW is different enough that to go about using it in a way that the program wasn't designed to handle and it crashes the program. Usually it's users that don't RTFM but that doesn't make those bugs or the lack of sufficient product testing the fault of people that refuse to RTFM. Nor does it excuse WTFM.
Failing dynamics I would like a morph brush to wrinkle clothing, wrinkle / unwrinkle skin, get clothing to lay on the surface(s) correcty, style hair, directly pose expressions on the face and so on. That would affect geometry normals and geometry size potentially not number of polygons.
Also be nice to have a morph brush that had bump/displacement/normal brushes and surfaces/geometry selection capabilities so I could directly paint unique finger prints, pore patterns, freckles, moles, wrinkles, and so on onto a character models. Same could be done for bed and character clothing and so on. Could paint brick and building and other materials directly on the currectly loaded DAZ model's suface(s) that were currectly selected.
In such a way the customer would be empowered to create unique characters as never before with 100% unique geometry shapes and texture sets by supplying a comprehensive library of PBR compliant material brushes and geometry brushes and programming smart limits into the the way those libraries can be applied to DAZ models in DAZ Studio.
I'm curious...why the need for a Blender Bridge? I use both, and to move from D|S to Blender and back seems pretty quick and easy isn't it? In D|S just save as an OBJ with the default Blender export settings (although you need to change "Vertical" to "Y", and maybe just turn off groups to make a single object in Blender), and import the OBJ in Blender. That's it.
And just reverse to import to D|S.
Or am I missing something?
P3Design would probably appreciate the comment. https://www.daz3d.com/p3d-duffy-hd-for-victoria-8
Once you get used to it, it can be quick but there are a few steps necessary which are not needed with something like GoZ (as far as I'm aware - I don't have ZBrush but I did play with it for a while a couple of years ago).
For Blender export I need to set the export parameters and make sure that Blender doesn't mess up the vertex count. Also, before exporting, I need to export the figure (G3F, for example) first - with the clothing made invisible - and then export the clothing, with the figure made invisible. With GoZ I could just parent the clothes to the figure and send the whole thing to ZBrush. I also need to remember to set the resolution to base (something I regularly forget, even now).
So it is a matter of setting up individual exports in DS, remembering those things mentioned and exporting as a .obj file, then starting Blender, setting up the import parameters and then looking for the files to import one at a time. GoZ is just: select the character with the clothes parented and, hey presto, it's there in ZBrush and I can select the figure or the clothing as a subtool (I thnk that's what they were called).
What marble said, for starts. Add to it rhat any clothing items modified and sent back by GoZ will trigger a dialog box similar to Morph Loader to add the morphs to the clothing or give you the option to upsate the base object shape and you have yet another advantage.
I love Blender but I am generally wary of official"bridges"
Blender ,being open sourced, has literally weekly builds
(sometimes nightly) that may become the "official release"
at any given moment.
If Daz adds an official GOZ Like bridge in studio, then Daz becomes
responsible for tech support.
Even if they try to strictly enforce that you must be using the latest
"stable build" there are so many addons that various people
may have in their official build that trying to support a bridge and chase down bugs, would be a fools gambit IMHO.
I would much rather Daz focus on improving the scene managment and
Character animation tools and a spline based hair system and a Daz owned replacment for Dynamic cloth in studio.
Then don't bridge to Blender. It is over rated for the reason you just gave. Instead, Daz, please do a minimal update to Hexagon for 64 bit and for evolving OS.
Again, I am only asking for preservation of current functionality. Not necessarily anything new. I mean, if you have it open anyway, why not add a few tools. but if that is a big deal, don't worry about it. All of these pronouncements that that is impossible, or no one would ever do that, or that it would lead to piracy seem to ignore that we are talking about current functionality.
Sheeesh.
Yep, Hex doesn't need anything else, just 64 bit and stability.
Absolutely, I'm a huge fan of P3Design design! Nice job on the Duffy textures.
Back on topic. Unfortunately, timing/finances rules out V8 for the present. I have bought the face and body morps (in my worthless opinion, absolutely necessary), along with some poses and expressions. And hair. I do like what I see. I will be getting Victoria eventually. The intro discount will run out soon. It will be more expensive when I do. Regrettable. I coulda had a V8.
It usually pays to wait longer if you're not picking something up straightaway...
I would think they will kill all of it, they do not have the resources to implement G3/G8 and any new features support in any of the other ones, so cheaper to stop supporting them, so I would think C, Bryce and Hexagon are dead in the sense that there will not be any updates, they don't have the resources for it, RIP.
As I said before, what would be fun would be if they would release Carrara (maybe without any propriatary stuff) as an open source project, but that never happens with products like this, just like TrueSpace and others it will die alone in a dark cold basement in Salt lake City.
I'm more than aware of the economic realities SY, and I'm not slagging off DAZ. I'm just tired of HD sculpting being kept from end users and the limitations it sets for pro use. I'd pay for it, so I guess there are economic benefits right there, yes?