How long until Gen9?

124

Comments

  • kyoto kidkyoto kid Posts: 41,918
    edited November 2019
    Bluefox25 said:

    I’m glad I didn’t vaguely avoid G8 out of some worry about future upgrades. Have you all seen the amount of G8 items at bargain basement prices over the past two months? Waiting and missing them was a mistake for those who did. One should at least give serious debate to the 1.99 items. There have even been a few G8 items in the 8 for 2.99 bundle. 

    If if I took this viewpoint, I could still be on G2. G8 has a lot of great nuances for both figures. I’ve been slower on G8M but have still picked up a bunch of great stuff for it. Most G3 clothing and hair items work. (I know people will copy the last sentence and ignore everything else) Poses are poses and always need conversion or simply new packs. But again, the new packs have been at basement busting prices. 

    It will be annoying to wait a few months and then try to start without the sale. G9 isn’t coming anytime soon. Avoiding 8 will eventually become painful, as so many cool items release for it. I only picked up a few items in the prior (2018) holiday sale run. After these last two months, my G8 collection is solid. 

    So I can understand keeping it slow. But don’t completely miss out on amazing G8 sales just because of a generic decision. Feel free to avoid G8 after these sales. I’ve still been buying tons of G3 and even G2 stuff because they’re backwards compatible.

    ..if you saw the post I made few pages back where I listed all the base items required to make G8 as useful as G3, that can be a pretty hefty investment for those on a tight budget. Also again from the perspective that G8 was not as major of a n advancement change G3, like G3 was from G2, the incentive to purchase all the basic utility content all over again was not as strong. Indeed G8 has outpaced G3 in content offerings, particularly clothing (much of it dForce which I don't use due to having an older system) which I find somewhat disappointing, as straight autofitting (backwards) doesn't always have the best results.  

     

    Then there is this:

    Asari said:

    The other thing is that you might have created content yourself that cannot be easily transferred to a new generation, or cannot be transferred at all. For instance if you created strand based hair for this generation I doubt you can transfer it to the next generation. Same for custom morph. Yes, DAZ releases a morph package for every generation that is more or less the same or at least similar. Characters based on these morphs could be re-created given some effort. But the custom morphs you've created using Blender and imported via obj and saved as a morph asset? I don't think you can transfer them without a dedicated tool. Yes one time a character or morph converter will hit the store. But it took RiverSoft Art, one of the most accomplished creators of converters, so long to come up with the characters so I doubt the mechanism is easy. This means that for morph transfer or might take you till the end of the next genesis cycle until you can convert your morph. And still you are not guaranteed a good likeliness.

    Yes of course you could entirely start over and render new characters. There are people who don't care about that V7 looks very different to V8. Or for whom it's a good thing that V8 looks different than V8. But some people care about characters especially if they made them themselves for personal use. Of course you could always start from scratch and create a new morph. I know I did but I came from ol' V4 and M4 and I couldn't get GenX to produce a decent copy for G1. So I started all over. Fortunately I came up with a much better morph this time but I prefer not to create new morphs for every generation especially as it's not easy to create an exact likeliness.

    Except for this, I'd happily start with Gen9. Improved skin shaders and hair shaders are likely to convince me anyway. G8 is quite good here, but of course there's always room for improvement.

     

    Post edited by kyoto kid on
  • AsariAsari Posts: 703
    L'Adair said:

    I think getting DS 5 updated to the new QT is way more important or you risk losing DS all together !

    +1

    The Change Log has multiple entries for "Removed Qt3 dependencies from…" one feature or another. I suspect the next 4.12 release, or perhaps 4.13, will "be the new black," (which is to say, the new DS 5.)

     

    JD_Mortal said:

    It will be like windows... Go right from 8 to 10, skipping 9, because everyone knows that the tween-versions of windows all were horrible, which is why windows never released 9, this time around... (It already went from Gen-3 to Gen-8, so why not! They just skipped Gen-NT, Gen-ME, Gen-XP, Gen-MediaEdition, Gen-Longhorn, Gen-Vista, Gen-7)

    There was the potential for a lot of confusion using Genesis 4, what with the earlier models being referred to by generation. The whole V4/M4/S4/et al were often referred to as Gen4, at the same time the Genesis models were often referred to as Gen1, Gen2 and Gen3. Generations 1, 2, and 3 were so old, no one was confused by that, but Generation 4 is still used, even today. Vicky and Mike had been consistent with their numbers, so Genesis 3 had named figures of 7, Genesis 4 would have named figures of 8.

    It took a little bit to get used to, but I think Daz marketing got this one right. Going forward, the named figures number will coincide with the name of the Genesis generation it belongs to.

    @Asari, maybe the information here will help. The third post from missuskisses and the fourth post from jepegraphics should give you the information you need to use that hair on any G8 of the same gender. Not sure about cross-gender. But I've tried what was posted and it allowed me to use Roderick's hair on a different figure.

    Thanks for the tip, I will try. I want to fit my sbh to G8F and I created the hair for G8M and silly me didn't use a skullcap. The workaround Linday posted a while back doesn't work. So there seems to be differences with dforce hair and strand based hair here.
  • As someone who just started with Daz Studio a few months ago, and having heavily invested in all the G8 / G3 stuff on sale the last few months (really, I have overspent but I do now have a pretty considerable asset library for a newbie), I am in no hurry for another generation as I haven't had time to even use more than a tiny fraction of what I have acquired so far. The pace of my future buying should be considerably more selective as I have enough assets to keep me busy making book covers and concept art for years. Heck I may even get into making digital comic books or something just because I already have the stuff to do it once I figure out how to use all the tools at my disposal now.

  • @pctech4ny, same here. The great deals encouraged some overspending and it'll be a while before I feel like I have used enough to move to Gen9 unless it's a quantum leap in quality.
  • In order for me personally to justify moving to G9, they'd have to have a more advanced rigging system at least as an option for those who want it. Regarding the quality of the models, I'd like to see them have thicker eyelids since the current gen's lids are far too thin. It's possible to just morph that in, sure, but realistic eyes should be standard by now. Speaking of eyes, maybe a different type of eyeball. Another thing I'd like to see come standard in G9 is for both G9 Male and G9 Female to have primary and secondary forms. Current and past gen base models are great, but they lack skeletal detail and look a little gummy especially on the hands and feet.

    These are the kind of changes I'd personally like to see in G9. I'm not expecting them to meet my requirements, but hey! A girl can dream!  wink

  • kyoto kidkyoto kid Posts: 41,918

    ...also they need to reintroduce morphs that allow for facial asymmetry.  They had that with G2 then abandoned it. Even the various morph resources don't provide for doing so.

  • scorpioscorpio Posts: 8,533
    kyoto kid said:

    ...also they need to reintroduce morphs that allow for facial asymmetry.  They had that with G2 then abandoned it. Even the various morph resources don't provide for doing so.

    Use the face chips they are perfect for this.

  • kyoto kidkyoto kid Posts: 41,918

    ...face chips? 

  • Faces should not be symetrical. That's one of the uncanny valley things.

  • kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

  • QuixotryQuixotry Posts: 919
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head.

    The face posing options within the PowerPose pane also give you a great deal of control over the face and  all its movable areas. Open the PowerPose pane, and click on the picture of the face in the upper left of the panel to get to the right place. It takes some getting used to to get the hang of PowerPose, but its a great option for making  expressions.

  • kyoto kidkyoto kid Posts: 41,918
    edited November 2019
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    ...I've never seen "face handles" either, unless they come with certain character (not figure) content that I don't purchase.   All I see are the standard morph sliders. 

    Post edited by kyoto kid on
  • Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

  • ArtiniArtini Posts: 10,339
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

  • Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

    Its not going to gain them customers though, other companies while their 3D models are not as beautiful are going to be used by people not using DAZ studio simply for ease of use, I am finding this more and more as I branch out using other software like UE4 and Blender.

  • Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    Better compatibility with 3rd party software like Blender and UE4 would be a godsend! 

  • scorpioscorpio Posts: 8,533
    kyoto kid said:
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    ...I've never seen "face handles" either, unless they come with certain character (not figure) content that I don't purchase.   All I see are the standard morph sliders. 

    No they come with the base figure. 

  • AsariAsari Posts: 703
    Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.
  • it all depends on what consumer market they are going for I guess

    we can only speculate

    if its strictly hobbyist art creation I guess locking everything into DAZ studio would make sense

    the fact there are Maya exporters suggest otherwise though

    some of us are cashed up enough to buy DAZ content but not cashed up enough to by Maya though but don't want to be limited to rendering in DAZ studio either

  • HavosHavos Posts: 5,594
    edited November 2019
    Asari said:
    Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

     

    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.

    Depends what you call professional users. I do a lot of renders that I use commercially in our games, but we are a small 2 man company, so don't have the deep pockets of large movie studios, of which I doubt many are using DS. 

    I personally don't see much sense in DAZ going back to making there figures usable in largely dying programs (by dying I mean not getting many new users, and I would put Poser, Carrara and Bryce in that category). The only way you could achieve this is for the figures to go back to using Poser 6-7 rigging, and throwing away years of progress using weight mapped models.

    Doing stuff to make their models more easily exportable to apps that have a growing user base, eg: Blender and Unity makes a lot more commercial sense.

    Post edited by Havos on
  • KnightKnight Posts: 33
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    Those of us who are not seeing this are missing some fundamental step that you've assumed.  I'm interested in understanding what you are saying.  So, what I've done, step by step is this:

    1. Load G8 Female.

    2. In the scene tab, I selected the Head body part.

    Here's where I need help.   I interpret "Open the Lower Jaw part" as, with the Node Selection tool active,  clicking on the triangle next to the Head in the Scene tab, then clicking on the Lower Jaw item.  This only produces the standard white outline of the body feature for me.

    So, you must have a different tool active or doing something else to do this second Open.

    I hope this question is clear: what are we doing differently?

  • Oso3DOso3D Posts: 15,087

    There are also a slew of morphs that can introduce assymetry. Several figures have assymetry morphs.

    It's ... basically already here, in spades.

  • jestmartjestmart Posts: 4,449

    Genesis 3 and 8 have face bones that are for expressions and should NEVER EVER BE USED FOR SHAPING.

  • scorpioscorpio Posts: 8,533
    jestmart said:

    Genesis 3 and 8 have face bones that are for expressions and should NEVER EVER BE USED FOR SHAPING.

    Why not?

  • jestmartjestmart Posts: 4,449

    For the same reason you don't use a hammer for a screwdriver.

  • scorpioscorpio Posts: 8,533
    jestmart said:

    For the same reason you don't use a hammer for a screwdriver.

    Hardly an answer. I use them all the time they are really useful to make small tweaks etc, just because you don't want to use them doesn't mean its useful to shout at people to not do so.

  • wolf359wolf359 Posts: 3,935
    edited November 2019
    On the matter of a future G9's compatibility with other programs ,I think Daz has done All they are going to do We have FBX,MDD and Alembic. If you must render Genesis figures in other programs/game engines ( stills or animated) use those options and DO THE WORK to Fix/replace the materials yourself. it is NOT Daz's responsibility to provide tech support for programs they dont control or keep compatibilty with vestigial relics at their developmental dead ends. like Bryce&Carrara, If you want the full "genesis functionality, Stay in Daz studio and use IRay/3DL
    Post edited by wolf359 on
  • HavosHavos Posts: 5,594
    scorpio said:
    jestmart said:

    For the same reason you don't use a hammer for a screwdriver.

    Hardly an answer. I use them all the time they are really useful to make small tweaks etc, just because you don't want to use them doesn't mean its useful to shout at people to not do so.

    There is a better reason that the rather cryptic response regarding hammers, and that is that facial bones will get reset if you zero the characters pose and/or expression. If you are moving a bone as part of the characters facial shape, this would get lost when changing or resetting the expression.

  • Asari said:
    Artini said:
    Noah LGP said:

    I would prefer a Genesis 8.1 upgrade.

    After converting maps, morphs, clothes, hair, ... from the previous generations to G8, I don't plan to repeat it again.

    The trouble is that it isn't possible to chnage anything (substantially) without breaking the backward compatibility - so they may as well break everything that's going to benefit from a change (and usaully at least try to provide some kind of conversion tools).

    If she were to come with conversion tools then yes, I believe more people would migrate, at least I would, as I'm all for 100% innovation!

    Would be utterly awesome if they did break everything and regain compatibility with Carrara, Poser and other 3D programs though.

    I am sure a lot of people would be happy to buy into that.

    A rig that used standard BVH resources for Biped etc would be awesome for mocap reasons too and facial mocap compatibly that can be used in DAZ studio too.

    I honestly don't understand the need to make stuff increasingly only work in DAZ studio myself when selling 3D assets is the business, to use in any software.

    I understand it from the point of view of Daz 3D.

     

    Are DAZ models good enough for professional usage, or is this a market attractive enough for DAZ? I lack the knowledge to judge that whether Genesis 8 or future 9 could serve as a figure base for games, commercial cgi, and such. But if this is also a market that is attractive for them, DAZ content should also work in other programs. Not necessarily Poser ... but I have a hard time believing a professional 3D artist would work from Daz Studio.

    Objectively speaking, the answer is no. The Daz models, as they are, need a lot of editing in order to get it to the quality of today's games. As I've pointed out in one of my previous posts, the models are missing primary and secondary forms, like skeletal structure and such. The lack of those details makes them look gummy. It's just more noticeable on the hands and feet. Also, the eyelids are far too thin which further removes realism from the models. It's important to get the eyes just right because that's where all the attention is. Eyes can make or break your model.

    I use Daz's models for my projects by using morphs to get the models as close to what I want as possible, then sending it into ZBrush to add skeletal, muscular, and skin details. Every step after that is pretty much the average 3d production pipeline. The bottom line is that Daz models work great as a base, but they need heavy editing. Daz models have come a long way, in the looks department, but they're still not quite there yet.

  • kyoto kidkyoto kid Posts: 41,918
    scorpio said:
    kyoto kid said:
    kyoto kid said:

    ...face chips? 

    Maybe "face handles" would be a more familiar term — just like the non-rendering handles built into some long dresses to help pose them more easily. Open the Head body part in the Scene pane, open the Lower Jaw part, and you'll see Lower Face Rig and Upper Face Rig. Each of these contain the face handles dotted all over the front of the head. It's not too tricky to use subtle shifts here and there to customise the face into whatever you want. It's also way too easy to end up with something that makes Quasimodo look good, so don't overdo it.

    FWIW, the Left and Right Pectoral on the Upper Chest seem to be the same sort of invisible handles. Gives a bit more flexibility to the... uh... flexible bits.

    ...I've never seen "face handles" either, unless they come with certain character (not figure) content that I don't purchase.   All I see are the standard morph sliders. 

    No they come with the base figure. 

    ...don't see them in the parameters tab.

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