Why I won't be buying anything else for G3F

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  • kyoto kidkyoto kid Posts: 42,159

    ...interesting.  I'll have to wait until I get resettled into a new place before considering that.

    A lot more affordable than their subscription version of 3DS Max. 1 year would come to around 1,400$

  • NathNath Posts: 2,999
    kyoto kid said:

    ...Blender is a "lost cause" for me, and like Adobe CC, doesn't Mudbox require a minimum year's subscription?

    I mainly deal just with morphs and DFormers anyway.

    No, Mudbox is a month-to-month arrangement, just like the rest of Autodesk's products.

    And if we're talking about things to take issue with *g* it's the current trend towards subscription software. I understand perfectly well why it's done from the companies' point of view, but it's 'just $10 here', and 15 there, 30 there etc. and it adds up in a way that being able to space software (upgrade) purchases through the year and maybe sitting out a version here and there doesn't, especially since too often it's the case that once you stop paying, you can no longer use what you had - and of course that makes only visible what we already knew, you don't buy software, you buy a license. And while there are alternatives for many programs, there isn't for everything. I don't mind/am 'happy' to pay for software, but subscription makes me go 'no, thanks' unless there really is no other option {rant off}.

  • MudBox is $10.00 a month for a year.you can't just rent it for one month ,you half to rent it for a year.

    or

    quote on Mudbox page
    Perpetual purchase $495 SRP†
    This is the last year a perpetual license is available for purchase.

  • Nath said:
    kyoto kid said:

    ...Blender is a "lost cause" for me, and like Adobe CC, doesn't Mudbox require a minimum year's subscription?

    I mainly deal just with morphs and DFormers anyway.

    No, Mudbox is a month-to-month arrangement, just like the rest of Autodesk's products.

    And if we're talking about things to take issue with *g* it's the current trend towards subscription software. I understand perfectly well why it's done from the companies' point of view, but it's 'just $10 here', and 15 there, 30 there etc. and it adds up in a way that being able to space software (upgrade) purchases through the year and maybe sitting out a version here and there doesn't, especially since too often it's the case that once you stop paying, you can no longer use what you had - and of course that makes only visible what we already knew, you don't buy software, you buy a license. And while there are alternatives for many programs, there isn't for everything. I don't mind/am 'happy' to pay for software, but subscription makes me go 'no, thanks' unless there really is no other option {rant off}.

    I get what your saying Nath but there would be a lot of app's out of us poor folks reach with out subscriptions.

  • RorrKonnRorrKonn Posts: 509
    edited September 2015

    I know a lot of people have difficulties with Blender but there's part of all the app's I like and parts I really hate.

    Blender is worth having in your tool box thou.

    A lot of very friendly n helpful people to get you thru the ruff patches.

    http://blenderartists.org/forum/index.php

     

    Post edited by RorrKonn on
  • kyoto kidkyoto kid Posts: 42,159

    ....trust me, I've tried, since ver 2.4, and each time uninstalled it out of total furstration. I just don't work well with the way it is set up and structured. I find Hexagon much more elegant, and as I understand, a new version is in the works.

  • kyoto kidkyoto kid Posts: 42,159
    RorrKonn said:

    MudBox is $10.00 a month for a year.you can't just rent it for one month ,you half to rent it for a year.

    or

    quote on Mudbox page
    Perpetual purchase $495 SRP†
    This is the last year a perpetual license is available for purchase.

    ..that's what I thought.

    Looks like I gotta win that Megabucks Lotto soon then if I ever want 3DS on my system.  1,470$ up front each year is just a bit much for "renting" software and going month by month would cost 2,200$ a year @ 185$ per month.  The perpetual licence is 3.675$

  • KeryaKerya Posts: 10,943
  • kyoto kidkyoto kid Posts: 42,159
    edited September 2015

    ...I've tried a number of tuts, even dropped 25$ on a copy of Blender for Dummies.  Just cannot get my head around it's cumbersome UI.

    It seems if you have a handle on scripting you can make it do whatever you want. I'm not into scripting.

    Post edited by kyoto kid on
  • KeryaKerya Posts: 10,943

    Take a look at the tutorial link above - it shows how to make the UI easier too ...

  • NathNath Posts: 2,999
    RorrKonn said:
    Nath said:
    kyoto kid said:

    ...Blender is a "lost cause" for me, and like Adobe CC, doesn't Mudbox require a minimum year's subscription?

    I mainly deal just with morphs and DFormers anyway.

    No, Mudbox is a month-to-month arrangement, just like the rest of Autodesk's products.

    And if we're talking about things to take issue with *g* it's the current trend towards subscription software. I understand perfectly well why it's done from the companies' point of view, but it's 'just $10 here', and 15 there, 30 there etc. and it adds up in a way that being able to space software (upgrade) purchases through the year and maybe sitting out a version here and there doesn't, especially since too often it's the case that once you stop paying, you can no longer use what you had - and of course that makes only visible what we already knew, you don't buy software, you buy a license. And while there are alternatives for many programs, there isn't for everything. I don't mind/am 'happy' to pay for software, but subscription makes me go 'no, thanks' unless there really is no other option {rant off}.

    I get what your saying Nath but there would be a lot of app's out of us poor folks reach with out subscriptions.

    Perhaps - I'm not exactly rolling in it either, but perpetually paying for a bunch of subscriptions isn't something I can afford, and even in the medium run it's more expensive than staying with an older version. I do get that saving a larger sum up front for a purchase can be a problem, but in the end subscription is nearly always more expensive. The one good thing I see about subscription is that it makes you think more about whether or not you'd actually use a program blush But I'm certainly not going to tell anyone how to budget - my way works for me, but would drive others round the bend and vice versa

  • One of the first things I noticed when G3F came out of the toybox was the inclusion of individual carpals for all fingers, as well as the facial rig.  It seems to me that somewhere along the line, the torso/trunk/upper-limb areas were largely the victim of a cost-balance adjustment to allow more mesh flexibility in the much more pliable areas like hands, feet, and face.  I don't use the facial rig much (at all) but it's good to have hands I can now pose more naturally than ever before.  The lines of the thigh-muscles and scapulae shouldn't have been chopped, though.

  • RorrKonnRorrKonn Posts: 509
    edited September 2015

    I don't think Hexagon sculpting is the same as zBrush ,Mudbox ,3DCoat ,Blender

    Post edited by RorrKonn on
  • Oso3DOso3D Posts: 15,100

    I'm of two minds on subscriptions. Personally, I like Daz's method best -- make the core free and entice with additional stuff.

     

    But when I remember how much it cost me to try to keep up with upgrades with software back when that was my only choice... paying monthly might have worked better.

     

  •  

    RorrKonn said:

    I don't think Hexagon sculpting is the same as zBrush ,Mudbox ,3DCoat ,Blender

    No cause hexagon is picking about stuff and prone to crashing with features like that. I can use it to box model for hours with no issues. But using the sculpting type stuff or UV stuff is likely to give it a headache sadly.

    I'm of two minds on subscriptions. Personally, I like Daz's method best -- make the core free and entice with additional stuff.

     

    That only works for content driven companies. Most art tools are focused on art creation, so they need you to pay for the tool itself.  There are a lot of tools you can't really slim down just to sell plugins for as a lot of the features are needed to be useable at all.

  • kyoto kidkyoto kid Posts: 42,159

    ...yeah I cannot apply more than 2 levels of smoothing before it hangs up on me.

  • RorrKonnRorrKonn Posts: 509
    edited September 2015

    On windows 8.1 ,64 bit quad prossesers PC ,8 Gigs RAM.Geforce GT 620.
    In Blender I can sculpt on a mesh with a polycount of 4 million.
    In zBrush with normal Geometry I can sculpt on a mesh with a polycount of 30 million.
    I've never seen how High I can go with zBrush's HD's Geometry.But they go to a billion.

    I don't know what IRADIUM'S polycount limmit is but I dout it's a billion.
    I'd guess around 4 million, if that.

     

     

    Post edited by RorrKonn on
  • I bought the consumer license for 3dcoat on Steam for about $70 on sale a couple of years ago.  It's a nice program, and the developer continues to update it regularly.  I've really got to get into it more, though.

  • HavosHavos Posts: 5,637

    You need 32 bytes to store a 4 sided polygon, and 24 bytes for a vertex. To simplify the maths lets say an object has the same number of vertices and polygons (approximately true given most vertices are in 4 polygons). Thus a one million polygon object needs around (32 + 24) * 100000, or about 56MB. It may have normal and material vertices as well, so lets say a million byte object needs 100MB. If your graphics card has 4GB, you can thus store around 40 million polygons worth of geometry, which is vastly more than most scenes will ever need.

    Although a lot of geometry can cause iRay issues, the reality is that most scenes will blow the graphics memory because of the textures associated with it, not due to a too high polygon count. I remember one of the DAZ technical guys saying much the same thing.

     

  • Having read thru some of this, and now having supported both.... I will say neither is really better than the other. They are just different.

    I will say, from a development standpoint, I like triax better. But triax doesnt go into other apps the way dual quaternion does. Genesis 3 was DAZ's plunge into a more mainstream market. That doesn't mean G2 is dead. Its just an entirely different figure that, for example, 3Dmax ppl couldnt use in 3Dmax.

    Of course, it depends on how many folks support one over the other. I am reserving that choice til I know monetarily where it stands; but for mo, I am supporting both. The set I have coming soon, for ex, will have a g2 version. Can't say I will always support both -- its a lot of work... and I do tend to lean toward whatever sells best. But we will see how it develops. In the meantime, I hope people will keep an open mind. Because Genesis 3 is a good figure, as much as Genesis 2 is. Its just sort of different, is all. Having options is always a good thing.

  • kyoto kidkyoto kid Posts: 42,159

    ..well,.for me it is an economic situation generated by the fact that they changed the UV structure..

  • Rogerbee said:

    Having spent the past couple of days looking at the new musculature pack with the flex control, I find G3F to be superior to any other mesh I've worked with. The muscles look to bend and flex very naturally and the base texture works with them very well (I haven't bought anything else yet!). I would suggest people get this musculature pack and play around with it. By just using the flex control alone (I set it to 20%), you don't have to change the build of the figure at all, but, should you wish to, all the main muscle groups are there. If a similar pack is done for G3M then we really will see something. To my mind, you have to be willing to give things a try..

    CHEERS!

    Actually I bought it, It works pretty good, save for the independence of the traps/Lats morph that changes even when only adjusting one arm, as traps/lats on the right change as well moving the left arm, it's a slight change but it's still noticeable, I would try and fix it myself, but that would mean hours of scouring thousands of pages in order to find detailed info, and video tuts are too impractical for such a detailed subject, though I'm usually forced to trial & error it instead.

    I'm also waiting for Zev0's flexion morphs as soon as he releases them that is!

    *Looking at you Zen0! wink

    Uhh, Zen0, could ya please confirm? As my money wants to make your acquaintance!smiley

  • Zev0Zev0 Posts: 7,123
    edited September 2015

    I'm also waiting for Zev0's flexion morphs as soon as he releases them that is!

    I don't think those came from me lol. Somebody else made those.

    Post edited by Zev0 on
  • If you had, I would have thought they'd've been in with the Shape Shift product.

  • nicsttnicstt Posts: 11,715
    kyoto kid said:

    ...well Teen Josie 7 is out  and looks nothing like her Gen 6 "sister"  While her physique appears right for the 14 -15 year old, her face doesn't seem as youthful as Belle's or Teen Julie's.

    Not to me; body looks petit but mature; face looks humanoid, not human.

  • Zev0Zev0 Posts: 7,123

    If you had, I would have thought they'd've been in with the Shape Shift product.

    Ok wait, define flexion morphs. Think we are thinking different things. To me flexion morphs mean dynamic muscle flexing that occurs with bending.

  • NovicaNovica Posts: 23,925

    Zev0, congrats on your latest product. Hope it does well for you!

    Cathie

  • Zev0Zev0 Posts: 7,123

    Thanks Novica:) You guys determine a products fate, so my continued thanks for all the support. I plan on doing a render competition for Shape Shift G3 once the madness has died down a bit lol. Should be fun:)

  • kyoto kidkyoto kid Posts: 42,159

    ...will we see a Growing Up for G3F?

  • Zev0 said:

    If you had, I would have thought they'd've been in with the Shape Shift product.

    Ok wait, define flexion morphs. Think we are thinking different things. To me flexion morphs mean dynamic muscle flexing that occurs with bending.

    That's the definition as I'm given to understand it. As a separate product, they don't make a lot of sense, but I could see them as part of a muscularity kit, or something like Shape Shift.

    That's just me, though.

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