Genesis Evolution from 1 to 3

245

Comments

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    mjc1016 said:
    Create your own morphs?

    You mean like this?

    You're going to make us ask right? Sorry if i'm being dense, but please 'splain for me.


    For what ever reason Hex just dies on me all the time so I uninstalled it.

    Some how I got around all that, at first that's how it treated me. If it wasnt for the fact I can do most of what I want to do with it I would have left it long ago. However there are times I want something more modern and updated and something that addresses the issues I do have with the software...

    but the bridge is a huge time saver for me. Not having to remember the export settings for two programs just to make a fast hair morph is nice.

    But for modelling sometimes I occasionally want more, but I end up finding tools that keep Hex useful (on accident).

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    That's Anna...a quick sculpted morph I did this evening...and for how little time it took I think she came out pretty nice. And no, didn't go for 'extra' details...but after I brought her back in, the few detail morphs that are included with G3F sure made the morph 'pop'. So some 'standard' HD morphs CAN enhance any 'DIY' morph.

    And yes, she'll be going up on ShareCG in the next 24 to 48 hrs (depends on how long it takes to get the renders done...spending more time fitting clothes than rendering).

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    mjc1016 said:
    That's Anna...a quick sculpted morph I did this evening...and for how little time it took I think she came out pretty nice. And no, didn't go for 'extra' details...but after I brought her back in, the few detail morphs that are included with G3F sure made the morph 'pop'. So some 'standard' HD morphs CAN enhance any 'DIY' morph.

    And yes, she'll be going up on ShareCG in the next 24 to 48 hrs (depends on how long it takes to get the renders done...spending more time fitting clothes than rendering).

    thanks for explaining. I'm not familiar with what is available for G3F right now so not sure what I was looking at. I've not really had much time yet!

  • Cris PalominoCris Palomino Posts: 12,440
    edited December 1969

    I see people talking about less geometry as if it's a bad thing. If you look at G3 and how beautifully she bends, this is because the mesh is really beautifully efficient, in my humble opinion. When you model, you can make things look smooth by adding more geometry (most people fall to subdivision for this) or by understanding edge flow and have mesh that not only looks smooth, but it can deform better, all while conserving geometry. That to me is the sign of a great model maker.

    The feet got some remarkable attention in this version as well. We now have a heel bone and the foot has a more realistic curve when bent as well as more control for the toes. In addition to the tarsals, the hands also now have better metatarsals. I'm really thrilled with so much about this figure.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited June 2015

    fxbar said:
    Frank0314 said:
    HD development(tools) is exclusive to DAZ PA's only

    For me this is a reason to never buy anything ever again.

    You don't want us to create our own morphs, only Daz store morphs allowed (except low poly morphs).

    I see, people would share them on the internet for free and buy less stuff.

    Maybe some artists stay despite such tactics, but if you think you can ever conquer game devs while doing such stuff, good luck...

    The tools are developed with the openly available Daz SDK. There's nothing stopping you or anyone else from downloading the SDK and creating a script to allow HD morph import.

    Post edited by Lissa_xyz on
  • kyoto kidkyoto kid Posts: 41,841
    edited June 2015

    ...however where the extra geometry is really important is the face for facial expressions that don't look hideous.

    Also increasing Sub_D also increases the geometry load.

    ...and one more thing, if one doesn't have the head and body morphs, there is really little point to installing G3F because without the morph packages, what can you really do with it?

    Post edited by kyoto kid on
  • VisuimagVisuimag Posts: 578
    edited December 1969

    A perfect pic for the topic.

    The_evolution_of_GENESIS.jpg
    1908 x 919 - 520K
  • Cris PalominoCris Palomino Posts: 12,440
    edited December 1969

    Kyoto Kid said:
    ...however where the extra geometry is really important is the face for facial expressions that don't look hideous.

    Also increasing Sub_D also increases the geometry load.

    ...and one more thing, if one doesn't have the head and body morphs, there is really little point to installing G3F because without the morph packages, what can you really do with it?

    Not sure if you're addressing the less geometry topic here, KK. Faces generally have a higher density of geometry than the rest of the body due to the details and that was all thought out here with G3. If you look at the expressions you can make with her, the face deforms quite nicely.

    Increasing subd does increase the load, which is why with G3 being more efficient, when you use higher subd that most people render at in Studio, you end up with less load and yet a better looking figure.

  • NoName99NoName99 Posts: 322
    edited December 1969

    Oh Wow, I think I'm in love with her....... :-)

    She poses and animates better than any Model I've come across and it really brings her to life in a way that transcends things like polygons and render engines.

    The artist/artists that worked on this have really outdone themselves.

    Also, without much effort, you can change her shape with just the base G3F.

    image.jpg
    1838 x 2000 - 243K
    image.jpg
    1838 x 2000 - 271K
  • KeryaKerya Posts: 10,943
    edited December 1969

    RAMWolff said:

    Silo is still being developed and yes, has matured into a full on 64 bit modeling program. You can find more info here:

    https://www.nevercenter.com/silo/release_notes/

    Thanks! I already took a look and saw that development resumed at some point last year. Minor update so far... still worried since I got the burn when I purchased it some time ago. Had an account frozen over it and all that stuff.

    But when I used it, it seemed like it had a lot of potential and was logical and just what I needed. I can't stand Blender, loved 3DS Max but not going to pay that money. Hexagon works but will never get a proper update.

    Hexagon/Daz bridge keeps me using it. Will keep an eye on Silo...thought it was perma-dead.

    Uhm ... I don't know which version you have - but I had an older, 32bit one and just downloaded the new trial version and when I installed that - bingo - the trial went to working version with my serial I had put into the old version.
    So maybe you don't have to purchase it ...

    If you have the old installers it is worth a try.

  • kyoto kidkyoto kid Posts: 41,841
    edited June 2015

    Kyoto Kid said:
    ...however where the extra geometry is really important is the face for facial expressions that don't look hideous.

    Also increasing Sub_D also increases the geometry load.

    ...and one more thing, if one doesn't have the head and body morphs, there is really little point to installing G3F because without the morph packages, what can you really do with it?

    Not sure if you're addressing the less geometry topic here, KK. Faces generally have a higher density of geometry than the rest of the body due to the details and that was all thought out here with G3. If you look at the expressions you can make with her, the face deforms quite nicely.

    Increasing subd does increase the load, which is why with G3 being more efficient, when you use higher subd that most people render at in Studio, you end up with less load and yet a better looking figure.


    ...however I rarely if ever use Sub_D on anything (even props) because my scenes tend to be fairly complex and therefore heavy geometry-wise already. I only have 11 GB of available memory and like to keep everything in physical memory when rendering as swapping really bogs the process down. I find reducing LOD on distant items works just as well

    Post edited by kyoto kid on
  • Cris PalominoCris Palomino Posts: 12,440
    edited December 1969

    Kyoto Kid said:
    Kyoto Kid said:
    ...however where the extra geometry is really important is the face for facial expressions that don't look hideous.

    Also increasing Sub_D also increases the geometry load.

    ...and one more thing, if one doesn't have the head and body morphs, there is really little point to installing G3F because without the morph packages, what can you really do with it?

    Not sure if you're addressing the less geometry topic here, KK. Faces generally have a higher density of geometry than the rest of the body due to the details and that was all thought out here with G3. If you look at the expressions you can make with her, the face deforms quite nicely.

    Increasing subd does increase the load, which is why with G3 being more efficient, when you use higher subd that most people render at in Studio, you end up with less load and yet a better looking figure.


    ...however I rarely if ever use Sub_D on anything (even props) because my scenes tend to be fairly complex and therefore heavy geometry-wise already. I only have 11 GB of available memory and like to keep everything in physical memory when rendering as swapping really bogs the process down. I find reducing LOD on distant items works just as well

    Honestly, all the figures will look better with SubD if you're doing closeups. If I remember correctly, most of what I've seen you do are medium shots, so you should be ok with the lower subd and she will still look quite good because the base is so well done (again, my opinion).

  • MasterstrokeMasterstroke Posts: 2,300
    edited June 2015

    dinopt said:
    Oh Wow, I think I'm in love with her....... :-)

    She poses and animates better than any Model I've come across and it really brings her to life in a way that transcends things like polygons and render engines.

    The artist/artists that worked on this have really outdone themselves.

    Also, without much effort, you can change her shape with just the base G3F.

    aggree: try to make a "scratch-the-back-of-the-head" pose. Never worked on any figure, without nasty creases, disobeying fundamental real-life posing rules (you just cannot side-side a forearm without breaking it) or cheating postworks, works easyley on G3 :)
    I also do like the introduction of the "upper Chest" bone. Has allways been an issue, if you tried to make a "look-up-to-the-sky" pose. Used to result in a big throat bulge. In real life it is also impossible to do that without bending the upper chest back. So, this is a very good step forward towards realistic posing.
    Well done DAZ :)

    Post edited by Masterstroke on
  • kyoto kidkyoto kid Posts: 41,841
    edited June 2015

    Kyoto Kid said:
    Kyoto Kid said:
    ...however where the extra geometry is really important is the face for facial expressions that don't look hideous.

    Also increasing Sub_D also increases the geometry load.

    ...and one more thing, if one doesn't have the head and body morphs, there is really little point to installing G3F because without the morph packages, what can you really do with it?

    Not sure if you're addressing the less geometry topic here, KK. Faces generally have a higher density of geometry than the rest of the body due to the details and that was all thought out here with G3. If you look at the expressions you can make with her, the face deforms quite nicely.

    Increasing subd does increase the load, which is why with G3 being more efficient, when you use higher subd that most people render at in Studio, you end up with less load and yet a better looking figure.


    ...however I rarely if ever use Sub_D on anything (even props) because my scenes tend to be fairly complex and therefore heavy geometry-wise already. I only have 11 GB of available memory and like to keep everything in physical memory when rendering as swapping really bogs the process down. I find reducing LOD on distant items works just as well

    Honestly, all the figures will look better with SubD if you're doing closeups. If I remember correctly, most of what I've seen you do are medium shots, so you should be ok with the lower subd and she will still look quite good because the base is so well done (again, my opinion).


    Well if I had the resources to retool my entire library maybe I'd think differently however I already have quite an investment in G1/G2 (not to mention Gen4, and Aiko 3) that was difficult enough to acquire on my meager income. I have spent a good deal of time as well creating the custom characters for my stories with what I already have.

    Basically (and I'm not joking) to buy into a whole new generation line would require a windfall of some sort as this is just becoming too expensive for my budget anymore. Crikey I cannot even afford the G3 body & head morphs, and now with the expressions being a separate product, I'm looking at a minimum 30$ outlay just to make the basic figure useful,.

    ...and that doesn't even include the Base Vicky7 or the Pose builder Bundle (so I have some base poses to work with and can at least use my G2F poses).

    Post edited by kyoto kid on
  • a-sennova-sennov Posts: 331
    edited December 1969

    dinopt said:
    Oh Wow, I think I'm in love with her....... :-)

    Close to that. From the animation standpoint she is really an improvement. What I had to hide with G2F now can be shown :)

    But there is another thing that prevents to adopt her immediately - absence of G3M. Hope DAZ will not wait 6 months and release it at least in August (or better next month). One of the strengths of Genesis 1 was immediate availability of both genders in single base, now waiting for male makes you to decide to either delay your project or to sacrifice the possible quality improvements.

  • a-sennova-sennov Posts: 331
    edited December 1969

    Vaskania said:

    The tools are developed with the openly available Daz SDK. There's nothing stopping you or anyone else from downloading the SDK and creating a script to allow HD morph import.

    HD morphs are stored in binary files. Contrary to DSON this format is not documented. One could reverse engineer it but I afraid it would be a violation of DAZ EULA.

  • araneldonaraneldon Posts: 712
    edited December 1969

    I just want to add my agreement to this tiny murmur of dissent. It's also why I haven't bought much Genesis 2 content.


    Who said I had to make the HD morphs? That's what the PA's will be doing.

    I don't need or wish to wait for PA's do do what I want to do. And they never do what I want...

    fxbar said:
    HD development(tools) is exclusive to DAZ PA's only

    For me this is a reason to never buy anything ever again.

    You don't want us to create our own morphs, only Daz store morphs allowed (except low poly morphs).

    I see, people would share them on the internet for free and buy less stuff.

    Maybe some artists stay despite such tactics, but if you think you can ever conquer game devs while doing such stuff, good luck...

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    How are the UV maps, particularly in the trunk and limbs, different from G1 and 2? I ask because vascularity is important to me in my work. The existing vascularity packages (both bump and morph based) are not anatomically correct, so I had been creating my own displacement maps for G1 and 2. How do G3's material zones differ in that regard?

  • Medron PrydeMedron Pryde Posts: 308
    edited December 1969

    Well, I'm going to hold off on this G3F for now.

    I have way too much G2F and G1 to want to make another shift right now. And I know from experience that morphing from G1 to G2 doesn't always work right. I'm betting it will be the same to G3.

    Also I don't do animations, so what seems to be the primary improvement of G3 doesn't matter to me.

  • a-sennova-sennov Posts: 331
    edited December 1969

    masi3vee said:
    How are the UV maps, particularly in the trunk and limbs, different from G1 and 2?

    Arms and legs are now separate maps. Also oriented differently.

    Torso is not so different.

    Face has little more resolution for face itself. Ears are now on the same map with face (for G2F they were with torso).

    So now we basically need 4 sets of maps: face, torso, arms, legs instead of 3 (face, torso, limbs) in prev generations. Also there are less material zones.

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    a-sennov said:
    masi3vee said:
    How are the UV maps, particularly in the trunk and limbs, different from G1 and 2?

    Arms and legs are now separate maps. Also oriented differently.

    Torso is not so different.

    Face has little more resolution for face itself. Ears are now on the same map with face (for G2F they were with torso).

    So now we basically need 4 sets of maps: face, torso, arms, legs instead of 3 (face, torso, limbs) in prev generations. Also there are less material zones.

    Ah, I see. Thank you for that. Well, there goes any hope of adapting my previous work to V7.

  • a-sennova-sennov Posts: 331
    edited December 1969

    Well, I'm going to hold off on this G3F for now.

    I have way too much G2F and G1 to want to make another shift right now. And I know from experience that morphing from G1 to G2 doesn't always work right. I'm betting it will be the same to G3.

    Also I don't do animations, so what seems to be the primary improvement of G3 doesn't matter to me.

    Actually, we have assortment of figures to choose from:
    1. V4 is still the most supported (not here, sadly :) ) with tons of stuff.
    2. G1 can be morphed into anything. Monsters live here :)
    3. I always had mixed feelings about G2 figures but finally they've got corrective morphs on par with V4 plus have more articulation points.
    4. G3 is best for animation

    So choose what fits your requrements.

  • a-sennova-sennov Posts: 331
    edited December 1969

    masi3vee said:
    Thank you for that. Well, there goes any hope of adapting my previous work to V7.

    V4 UVs for G2F were out within a week from G2F release. Technically nothing prevents PAs from making V4 or G1,2 UV sets for G3F. After all, these figures are all human females :)

    Let's see :)

  • RenderPretenderRenderPretender Posts: 1,041
    edited December 1969

    a-sennov said:
    masi3vee said:
    Thank you for that. Well, there goes any hope of adapting my previous work to V7.

    V4 UVs for G2F were out within a week from G2F release. Technically nothing prevents PAs from making V4 or G1,2 UV sets for G3F. After all, these figures are all human females :)

    Let's see :)

    Good point. Time shall tell, I suppose.

    One good thing about all of this is that hair seems markedly improved as generations progress... hair being the Achilles heel of 3D, imho. And since the human head is basically a uniform shape, latter day hair will be adaptable to many meshes by using it as a prop. So, that's something.

  • thd777thd777 Posts: 945
    edited December 1969

    a-sennov said:
    masi3vee said:
    Thank you for that. Well, there goes any hope of adapting my previous work to V7.

    V4 UVs for G2F were out within a week from G2F release. Technically nothing prevents PAs from making V4 or G1,2 UV sets for G3F. After all, these figures are all human females :)

    Let's see :)

    Actually, technically they CANNOT do that. G3F/V7 doesn't just use a different UV set, it uses a different system. For example, limbs are on one map for G2, but they are on two maps for G3. There is no mechanism in DAZ Studio that allows combining parts of two UV maps into one. The only way I see would be a texture converter that actually renders new new textures based on the G2 set and the new layout. That would be possible (similar to the Generation 3 to 4 converter in the store) but far more complex and the results are not always good.
    Ciao
    TD

  • Sphinx MagooSphinx Magoo Posts: 586
    edited December 1969

    a-sennov said:
    Played a bit with Genesis 3 base. Interesting stuff:

    Genesis 1:
    19296 vertices, 18872 polygons, 26 material groups, 73 bones (including root)
    Genesis 2:
    21556 vertices, 21098 polygons, 28 material groups, 81 bones
    Genesis 3:
    17418 vertices, 17000 polygons, 17 material groups, 173 bones

    Interesting that Gen3 has lost polys where Gen2 has got them compared to Gen1 - (that's the power of marketing :) ).

    Generally Gen3 has cleaner mesh loops and it's better from animation standpoint (my primary concern). It has facial bones so we'll be less dependent on morphs and can DIY expressions how we like them.

    Lost polys mean less details (ribs area, pelvis, knees), so I thinks we'll see more HD morphs to compensate this loss. (Or geografts? THAT could be funny.)

    Joints have correction JCMs by default (the ones in shoulders resembles Ideal beauty) what AFAIR Gen1 and 2 didn't have.

    So, what is the conclusion: we're heading to gamedev! This rig is almost perfect as base for game character - you'll have to REMOVE unneeded bones instead of adding them and I bet even default 'general' weightmap will work fine when exported to FBX :) And less material zones means less draw calls by default.

    It came too early! I have an animation project to finish but I cannot hold myself from trying to play with Gen3 in UE4 and I know what will happen then - my very soul will be lost :)

    Waiting for G3M.

    Actually, this was one of the most helpful explanations as to why this might be an improvement. Thanks, a-sennov! You've made me more interested in G3 than I thought I would be. Are you sure you don't work for DAZ? :ohh:

    Also waiting for G3M.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    Kerya said:

    Uhm ... I don't know which version you have - but I had an older, 32bit one and just downloaded the new trial version and when I installed that - bingo - the trial went to working version with my serial I had put into the old version.
    So maybe you don't have to purchase it ...

    If you have the old installers it is worth a try.

    Thanks I had the steam version since it was so cheap, but I returned it long time ago (before steam had returns). So during that whole refund process Steam threatened to ban me and locked my account for a day or two disallowing me to play any games I collected over the years. Sour taste in my mouth.

    But yeah once I get some time I'll see how the new version is.

  • LeanaLeana Posts: 12,737
    edited June 2015

    a-sennov said:
    Technically nothing prevents PAs from making V4 or G1,2 UV sets for G3F.
    Actually, there is a technical difficulty here: the textures are split differently between maps, so some material zones would need to use parts from 2 different maps, which isn't possible.
    Same reason why we never had V3 UVs for Genesis, for example: it's perfectly possible to UV-map the mesh to use those maps, but you would need to change the material zones boundaries.

    The best option would be a texture converter which would transform the textures themselves,

    edit: cross-posted ;)

    Post edited by Leana on
  • a-sennova-sennov Posts: 331
    edited December 1969

    thd777 said:

    Actually, technically they CANNOT do that. G3F/V7 doesn't just use a different UV set, it uses a different system. For example, limbs are on one map for G2, but they are on two maps for G3.

    Don't take that marketing BS about 'different system'. PTex IS different system and is supported by Studio but none of the products use it. What G3F uses is another UVs that are more 'compatible' to current style of doing things in 'big' CG. Nothing more. And nothing prevents her from using other UV sets or systems for that matter - she's just 3d mesh, vertices and polygons, no more, no less.

    You can export G3F to Hexagon and apply say spherical UV projection on her, then import UVs into studio. And miracle will happen - she will be using only one single texture for everything :)

  • a-sennova-sennov Posts: 331
    edited June 2015

    Leana said:
    a-sennov said:
    Technically nothing prevents PAs from making V4 or G1,2 UV sets for G3F.
    Actually, there is a technical difficulty here: the textures are split differently between maps, so some material zones would need to use parts from 2 different maps, which isn't possible.

    Ah, I see. And I see a solution: Layered Image Editor. This will be relatively small amount of polys suffered from this problem and textures have enough white space to map them there and overlay needed parts from others. Makes things more complicated, thou :)

    Post edited by a-sennov on
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