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have to guess that as used the sub sections of body parts sliders but wouls say for arms would be zev0's shapeshift for g8 (only body product got that covers full body), ears were mostly Briallian hd from the Alexandra 8 pro ooo wait correction on arms just looked on site for morphs and the arms are from the daz ones same arms in main promo pic
Genesis 8 Female Body Morphs https://www.daz3d.com/genesis-8-female-body-morphs
but ears are mostly Brei but mixed slightly with Genesis 8 Female Head Morphs https://www.daz3d.com/genesis-8-female-head-morphs think teeth were altered with this one too got Zev0"s heads and Spice fusion but don't think these have vampire fangs
Cool! Thanks. :)
I have yet to play with the Genesis 8 Female morphs - I've been having too much fun making my own. lol But I should look at those, they look like they add some nice shaping! :)
a lot of characters and morphs require the daz morph packs as a basis especially those sold on that other site I'd consider them a must have for each geration as well as the daz base expressions packs
As most of these renders show, Sahel is easily photorealistic right out of the box, and moreso or at least equal to any character available in Daztopia. I didn't even realize that she was priced higher than the other characters because I disregarded or didn't consider the price since I had been following her Commercial thread and already own Yara and Lyra.
Yes, I would have preferred separated head and body morphs, but I can still dial the head and body from the full one. Yes, I would also prefer separate head and body HD morphs on the upcoming character, but I can likewise work around it because I won't have a choice. I have two characters, I think, with the facial skin resource that Sahel uses, and I have never wanted to use it before her. The smile is a big plus, but I'm just happy to have a skin and morph that I don't have to wrestle with to look real. Of course, there is still the fear of dialing away that sillimillimeter of similitude that makes her less believable, but at least that's an option in her case, rather than trying to fix a problem.
Thanks for making her, @bluejaunte, and I hope you will get around to a wavy-haired Shaven product like I requested last year. Oh, and please consider unplucked eyebrows for your new girls.
I consider Sahel versatile regardless if she has separate head and body morphs and truly appreciate the quality of characters that @bluejaunte creates. I've been using her a lot in some recent renders. Here's another one with no post-work.
Trish
lighting does make a difference in her skin as here she is lighter compared to some others I've done she is more tanned this render too 11 hours 46 minutes used high settings
Wake Up Sahel
https://www.daz3d.com/gallery/#images/534236
Best skin Ive seen so far, works great in Reality also (with some fiddling, reality does not interpret iray surfaces very well but easily corrected).
ok this one is a bit different version of Sahel as a more mature plus size model started off with Olympia 8 hd base then added Alexandra 8 hd morphs then added the Sahel skin textures and lastly bunch of other morphs from various packs
https://www.daz3d.com/gallery/#images/538526
https://www.daz3d.com/gallery/#images/540651
Anyone else having an issue where Sahel moves down slightly anytime you use the Universal Tool to move a limb. It even happens to standard Genesis 8 figures if I apply any amount of Sahel to the figure. The amount the figure moves down is proportional to the percentage of Sahel the figure has. The problem doesn't seem to happen with anything other than the Universal Tool. Any thoughts?
Just tried and I also get this behavior. It seems to have to do with the translation of the hip bone. I was told by Daz at some point that this is the way to do it in order to get the feet on the ground by default, rather than to do it in the morph per se. But I've tried various other characters and none seem to have any hip bone translation. Slightly confused now.
Anyway, none of this should cause a jump when using the Universal Tool. Sounds more like a bug to me.
Ah actually if you look at Alexandra 8 (surely there are others too), the hip bone is being translated. Up in this case because the body is taller than normal. She has different head/body proportions, like lots of my own characters. At that point you can't really bake in the grounding of the feet into the morph if you also want separate head and body morphs, which is of course slightly ironic because Sahel doesn't have them
but under normal circumstances, you can imagine that a main slider like Alexandra 8 dials in the separate head and body morph, while also needing to maintain the ability to dial them in or out on their own. If the character has proportions that require the feet to be grounded again, if that positon was in the morph itself, you would now see the head move down if you dial it in separately. That would make it unusable as a standalone morph. So we could move the character itself down, but that is not desired either because some poses inlcude translation and so that can get negated. The correct way to do it is by moving down the hip bone and then figure can be properly at 0,0,0 still.
Did that make any sense? Long story short I think this is correct procedure for creating characters and the actual problem is a bug in the Universal Tool that should be reported. In the meantime you could select the hip bone, copy its YTranslate value and then simply repaste that after you're done dragging around limbs.
Yes, it's an issue with ERC links - it is marked as fixed in a 4.11.x.x build according to the change log http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_11_0_148