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Looking good !
Texture Converter 2 was pulled from the store years ago but they left the add ons for it ,in 3DUniverse store I think they are still there but have to check .
Yeah... sorry about that, Texture Converter 2 was retired years ago, and aside for being the only other app for texture conversions, was the only app that did Gen 4 to Gen 3 conversions.
You could try contacting 3DUniverse, Texture Converter 2 creator, to see if something can be arranged.
Goatys gotta goat.
@Ethin: Wow, nice one!
Robby - Morph Preset for H3 Freebie
https://www.daz3d.com/forums/discussion/752796/robby-morph-preset-for-h3
Testing animating Aiko 3 in Unity.

Please check my video on YouTube:
Nice work :)
Thanks a lot, @Ethin and @Silent Winter
I have discovered, that in Unity almost all figures from Daz 3D works quite well.
Breathing life into Terra with AI.
Original image from 2022.
AI post-work from 2023.
And now post-worked image converted to video.
Ethin, these are fantastic! I love the animation...I love Aiko3. You make her so lovely!!!
Agree, great looking characters of Aiko 3.
Thank you so much!
I might try this with some of my other images in the future.
Thank you!
Aiko 3 = Best Girl!
And I'm back after some... recalibrating?!
Wow, beautiful!
That's really great, Ethin. She doesn't look like she's based on a figure first released in 2004, not at all. You've done a spectacular job.
Regards
Richard
Not exactly photoreal, but if the story is good, that is not important. How much faster do they render than G9?
Thanks!
The figure itself — Aiko 3 and Hiro 3 — is much lighter than something like Genesis 9, so the raw mesh is definitely easier on the system.
That said, render time depends more on the renderer and scene setup than the figure itself.
When rendering with 3Delight, which is what I use, scenes with Aiko 3 can be pretty efficient because the figure is low-poly compared to modern Genesis figures. But things like ray-traced shadows, hair with transparency maps, plants, and scene complexity can still push renders into the 1–2 hour range.
Modern Genesis figures are usually rendered in Iray, which behaves very differently. Iray can render faster, if the scene fits in your GPU's memory.
So in practice it’s not always a simple “this figure renders faster than that one” comparison — the renderer and scene setup matter more than the base figure.
Yeah, Aiko 3 is actually a lot more capable than people might expect. With modern textures and a bit of morph work she can still hold up surprisingly well.
I've sometimes wondered what would happen if someone took the original mesh and gave it a full modernization pass — updated UVs, higher-resolution morph detail, and weight-map rigging — while keeping compatibility with all the old content.
There’s so much content for Aiko 3 that it would be interesting to see what the figure could do if someone pushed it a bit further.
True, I could just convert her to weight-mapped rigging, but customizing the weight maps, even if just in a few critical locations, is bound to be an improvement over a straight conversion.
Yeah TritiumCG's A3 morph for Genesis 8 is good, but for me the issue with moving to Genesis isn’t really just about the shape of the figure.
After about 20 years of working with Aiko 3, I understand how that mesh behaves and how far I can push the shape without breaking it while still keeping the characters believable. Because of that familiarity I can usually get the results I want pretty quickly.
When I try to work with Genesis 8, I tend to end up fighting the mesh instead of shaping it. Even after dialing morphs for a long time, the characters never quite feel like mine.
So switching figures for me wouldn’t really be an upgrade. It would mean rebuilding a lot of that understanding from scratch, and probably building a whole new library of custom morphs to support the kind of characters I make.
That’s why I’ve occasionally thought about modernizing Aiko 3 instead. It’s not nostalgia — it’s just that I already know how to get the shapes and character I want from that mesh.
By talking about it publicly here, we’re at least planting the idea. Who knows—maybe it’ll attract others who are interested or have experience, and we can see where it goes. I have experience in a few of the areas needed, but I only know enough to know that I don’t currently know enough to do it myself.
It might also be helpful to figure out which newer technologies we’d want to add and check if they’re actually compatible with the older figures. We already know that weight mapping and auto-fit will work.
These are the things I think would be useful:
Actually, it's pretty much everything that goes into creating a figure from scratch except creating the mesh. I have bought Blondie999's Rigging tutorial , Advanced Rigging Tutorial and Rigidity Grouping and Mapping in DS4.5+ and read them a couple of times but haven't got as far doing much of what is in there - however, it's one of the things that made me think about trying to TriAx GV3 myself. I do know the tutorials are based around an early version of DS4, so may not be 100% applicable now (or there may be easier ways of doing it), however I think most of it works the same.
Regards,
Richard