Genesis 8: Some Stats and our Thanks

123468

Comments

  • SickleYieldSickleYield Posts: 7,649
    edited June 2017
    Jimbow said:

    No way I'll be spending all that money on HD morphs again ;) I'm sure G8's got some new bells and whistles, and I don't mind using displacement nearly as much as others do, but locking end users out from creating their own HD morphs is looking a bit tired and cynical these days after buying HD assets for multiple versions of Genesis so far. There should at least be an upgrade price path available, especially given the information for who has what is readily available. But that's only my opinion and it isn't my company.

    Without versioning we have no jobs.  Without a certain amount of content that can't be converted, there is no point to versioning.  This is not cynicism.  It is economic fact.

    Post edited by SickleYield on
  • DiomedeDiomede Posts: 15,388
    edited June 2017

    Yo, SickleYield.  YOU ROCK!  Thank you for the very clear text based tutorials (and the videos also, but especially for text based).

    Of immediate relevance is the morph transfer tutorial to G8, but all the others as well.  heart

    .

     

     

     

    Jimbow said:

    No way I'll be spending all that money on HD morphs again ;) I'm sure G8's got some new bells and whistles, and I don't mind using displacement nearly as much as others do, but locking end users out from creating their own HD morphs is looking a bit tired and cynical these days after buying HD assets for multiple versions of Genesis so far. There should at least be an upgrade price path available, especially given the information for who has what is readily available. But that's only my opinion and it isn't my company.

    Without versioning we have no jobs.  Without a certain amount of content that can't be converted, there is no point to versioning.  This is not cynicism.  It is economic fact.

     

    Post edited by Diomede on
  • FistyFisty Posts: 3,416
    wolf359 said:
    one must learn how to incrementally alter the low poly cage and toggle the subd

    off and on to see how your details will look at the higher res.
    this is only way one will develop good, efficient modeling habits.

    YES

  • I definitely feel I owe Daz an apology for my initial reactions to G8.  I was admittedly pissed off at first.  I felt it was too soon, G3F hadn't been allowed to just settle for a while.  It also felt as if G3F had finally become somewhat of a successor to V4, based on the adoption and amount of product being produced outside of Daz's marketplace.  And more importantly, I really wanted to see some features added to Studio (such as a better hair and dynamic clothing system) before we saw G8.

    But then I started playing with G8F.  I bought her morph packs and expressions and spent some quality time getting to know her all weekend.  I love her!  I love how easily all of my G3F content transfers over, especially with the generous help of the community creating scripts and tutorials.

    My personal point of view, I honestly don't see a reason to hesitate jumping onto this generation, unlike G3 who broke a lot of compatibility.  V8 is a nice-to-have but not a necessity for the budget conscious.  G8 won't break the bank unless you want her to, and she'll happily raid V7's closet and steal her favourite sweater.

  • linvanchenelinvanchene Posts: 1,386
    edited June 2017

    A new word I learned the last days was:

    antithetical

    directly opposed or contrasted; mutually incompatible.

    - - -

    The impression I have is that two completly different approaches of creating 3d models are clashing:

    Content Creation for Games: Low poly sculpting, normal maps, bump maps

    Artistic content in creative software like Zbrush: High poly sculpting, actual geometry, displacement maps, working with subdivision levels,

    - - -

    I was under the impression that DAZ3D was mainly in the business of creating assets for computer graphic images.

    If I want assets for games then I shop in the Unity store.

    Morph3D is allready providing low poly assets there as well.

    - - -

    1) Where exactly are those users interested in high quality high poly 3d assets for creating computer graphic images supposed to shop?

    - - -

    Updated:

    2) Why are you not exporting both normal maps and displacement maps once you are done with modeling?

    Include both types of maps in your products so the customers can choose.

     

    3) Why do you not provide presets for a low memory and a high memory version of your products?

    One version for the background. One version for objects close to the camera.

    - - -

     

    Post edited by linvanchene on
  • ScarletX1969ScarletX1969 Posts: 587

    I bought the V8 Pro Bundle and morphs so I could get V6 and V7 Pro Bundles for free.  I will support the Gen8 Pro Bundles as nice to haves, but I use the full spectrum of models from Gen3 to Gen7 because of the variety.

    All I'm hoping is this...

    Updated Carrara to be able to use Genesis 3 and Genesis 8 characters.

    Updated Daz Studio to provide a bridge between it and Carrara.

    Updated Hexagon and Bryce.

    While I like Vue, iClone, Poser, and eyeing Cinema 4D...I've been a loyal DAZ'er since 2004 (13 years...and my list of invoices show it...lol).  I would like to continue to use and support their programs (although I'm using iClone for animation).

     

  • DiomedeDiomede Posts: 15,388

    Daz figures used to come with a hi res and reduced resolution (RR) version.  

  • Diomede said:

    Daz figures used to come with a hi res and reduced resolution (RR) version.  

    And now you can pick your own through subdivision. SubD level 1 is about 64k polys, with  SubD level 2 having about 4 times that.

  • Peter FulfordPeter Fulford Posts: 1,325
    nicstt said:
    Fisty said:

    I'm in the "don't add modeling to DS" camp, only because it causes even more bloat.  DS is a huge program already with lots of things hidden so newer users don't get too overwhelmed, and thus hard to find or even know about in the first place.  I would much prefer Hexagon and/or Carara be undated and bridges made even more seamless (if possible, Hex bridge is already really good I think)  That being said, I already used d-formers to make the majority of my adjustment morphs, if anything a morph brush like Poser's would be a very nice addition, and of course add dynamic cloth to my wishlist.

    +1

    Likewise, no modelling.

    +0.5

    I don't see a need for content creation level modelling in Studio, but some Hexagon style tools for polygon moving would be incredibly useful. Poser has the Morph Brush, and it amazes me that after all this time owning Hex and Cararra tech, DAZ hasn't adopted some of it to develop an equivalent.

  • DiomedeDiomede Posts: 15,388
    edited June 2017

    EDIT:  this comment goes with subdivision and mesh resolution discussion.  Understand, but not quite the same thing.  There is a trade-off when using surface features to substitute for geometry.  Surface features hog system resources and calculation times as well.  Otherwise, every object could be a single 6-faced cube.  Folds and overhangs can mean that more than one w maps to each u,v space.  That increases the complexity of using surface attributes to substitute for geometry.  

     

    So, yes, it is related to modeling skill, and there are good reasons that all objects are not just 6-faced cubes.  what can be done efficiently with a 6-faced cube with 6 polygons is different than what can be done efficiently with a 6 faced cube with 96 polygons.  If rigging and jcms are time consuming, then having (a) a rigged 6 polygon cube and a separate rigged 96 polygon cube each which is morphed using geometry or surface maps is different than having (b) a rigged 6 polygon cube that can be smoothed to mimic 96 polygons and adjusted with surface maps.  No guarantee of a unique W for each u,v., thus increasing the complexity of calculations.

    Post edited by Diomede on
  • jcbunnjcbunn Posts: 271
    edited June 2017

    Modeling in daz ? its bad enough content getting ported to blender and then shared all over the planet without permission.

    but real modeling in Daz, it would be a one stop pirate shop. with a UI thats better than blenders

     

    I'm hoping the end of the year will bring us this

    https://www.youtube.com/watch?v=CLqS5SZYt0A

    Post edited by jcbunn on
  • FSMCDesignsFSMCDesigns Posts: 12,844
    jcbunn said:

    Modeling in daz ? its bad enough content getting ported to blender and then shared all over the planet without permission.

    but real modeling in Daz, it would be a one stop pirate shop. with a UI thats better than blenders

     

    I'm hoping the end of the year will bring us this

    https://www.youtube.com/watch?v=CLqS5SZYt0A

    Not if you can't export it. I am with 200% on the pirating issue, but basica modeling capabilities would save me and probably many other users time from having to go back and forth from DS to a modeling app. I discovered the geometry editor a few months ago and it's amazing how much I use it now.

  • Oso3DOso3D Posts: 15,085

    Is there any easy/cool thing G8 has to transfer image maps from pre Genesis 3, or do you need the same tools needed to get older textures on G3F?

     

  • MelanieLMelanieL Posts: 7,729
    edited June 2017

    "Cool" maybe - there is a way to do it in Blender or other modelling program which was discussed when G3F first made her appearance. "Easy" no - it was very labour-intensive! I transferred two character skins and a coupld of make-ups then Cayman's product came on the market so I caved and use that! I suppose Cayman will do similar for G8F (assuming the G3F products sold well enough).

    ETA: Method was J.Cade's - thread was here: http://www.daz3d.com/forums/discussion/59665/tutorial-converting-textures-from-gen2-to-gen3

    Post edited by MelanieL on
  • linvanchenelinvanchene Posts: 1,386
    edited June 2017

    @ modeling features

    Please keep in mind that for commercial and professional use it is often required to modify any licensed content to fit the vision of the client.

    For some client projects it may not be possible to use licensed DAZ3D characters unmodified  because some other users publish adult themed images or games with the default characters.

    Any features that help to save time when modifying licensed content are very much appreciated.

    - - -

    In general:

    Please show an open minded spirit whenever possible:

    "I can. You can."

    Instead of

     "You cannot because xyz."

    - - -

    Its in the EULA:

    "Terms of Use. Two Dimensional Works. Subject to the terms and conditions of this Agreement, User may (i) access, use, copy and modify the Content in the creation and presentation of two-dimensional animations and renderings, (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived by User from the Content in User’s other works,"

    https://www.daz3d.com/eula

     

    Post edited by linvanchene on
  • nonesuch00nonesuch00 Posts: 18,729
    edited June 2017

    For me it doesn't matter if DAZ adds Carrara or Hexagon or Bryce capabilities to DAZ Studio as I am learning Blender regardess of what DAZ 3D does and I won't be able to afford and it makes no sense to spend money on Maya, 3DS Max, Modo, C4D and so on, as I have no professional modeling aspirations. Does that mean as I learn Blender I want to create poor quality models or models of lesser quality than the paid professional apps? No. It just means I don't want to spend $1000s on products that will not make me a better artist anyway. So whatever DAZ does a few people will complain but DAZ, as they did with Genesis 8, will advance their technology as the think it best to expand their customer base among a vast majoity of clientel that never visit an internet forum of any type. Selfishly I would hope that DAZ builds a Blender plugin to support DAZ format natively but I doubt they'll do that although I think it would be good from a content creation perspective in the DAZ 3D Store.

    Post edited by nonesuch00 on
  • AllenArtAllenArt Posts: 7,175

    One more that wouldn't want the three merged. I would like small pieces of Hexagon in DS tho...at least so far as a morph brush-type thing. Otherwise the software would get really bloated, really quick. I'm also learning Blender, but as anyone that uses it can tell you, it's a leviathan. It's nice to have a program that does everything...until you want to do something and have to wade thru tons of other stuff just to find it or have gobs upon gobs of tabs and panels ;).

    Laurie

  • 3Diva3Diva Posts: 11,974
    edited June 2017
    Morana said:

    I definitely feel I owe Daz an apology for my initial reactions to G8.  I was admittedly pissed off at first.  I felt it was too soon, G3F hadn't been allowed to just settle for a while.  It also felt as if G3F had finally become somewhat of a successor to V4, based on the adoption and amount of product being produced outside of Daz's marketplace.  And more importantly, I really wanted to see some features added to Studio (such as a better hair and dynamic clothing system) before we saw G8.

    But then I started playing with G8F.  I bought her morph packs and expressions and spent some quality time getting to know her all weekend.  I love her!  I love how easily all of my G3F content transfers over, especially with the generous help of the community creating scripts and tutorials.

    My personal point of view, I honestly don't see a reason to hesitate jumping onto this generation, unlike G3 who broke a lot of compatibility.  V8 is a nice-to-have but not a necessity for the budget conscious.  G8 won't break the bank unless you want her to, and she'll happily raid V7's closet and steal her favourite sweater.

    Absolutely! I'm happy to see some of the people who were against G8F at first, give her a chance and end up happy with the change. She really is HIGHLY compatible with G3F content and transfers morphs so easily. It really is a no-brainer for me once I saw her improved bends, more realistic expressions and skin movement, improved/more realistic looking skin, muscle follow with poses, etc. The only thing I'm sad about is losing the HD from some of my characters - but that can sometimes be "fudged" by increasing the number setting of the Normal Maps and Bump Maps. Not perfect, but unless it's an extreme close-up, losing the HD is not really noticeable IMO. I am looking forward to Daz releasing more HD content to add to G8F though. :)

    Post edited by 3Diva on
  • wolf359wolf359 Posts: 3,934

    "Selfishly I would hope that DAZ builds
     a Blender plugin to support DAZ format natively" 


    This supports DUF in blender
    http://diffeomorphic.blogspot.com/p/export-character-from-daz-to-blender.html

     

    "One more that wouldn't want the three merged.
     I would like small pieces of Hexagon in DS tho...at least so
     far as a morph brush-type thing.
     Otherwise the software would get really bloated, really quick.

    +1 yes


     

  • HavosHavos Posts: 5,583
    edited June 2017

    A new word I learned the last days was:

    antithetical

    directly opposed or contrasted; mutually incompatible.

    - - -

    The impression I have is that two completly different approaches of creating 3d models are clashing:

    Content Creation for Games: Low poly sculpting, normal maps, bump maps

    Artistic content in creative software like Zbrush: High poly sculpting, actual geometry, displacement maps, working with subdivision levels,

    - - -

    It is not quite so simple as saying animation or games need low poly but stills need high poly. This is because rigging of moving models (ie human characters and their clothing) is easier and often better done with low poly models, and since stills need a rigged model, unless we all want our characters fixed in a single pose/expression, then one could argue that even if only rendering stills there is a lot of benefit if the rigged models used in it are low poly.

    Post edited by Havos on
  • nonesuch00nonesuch00 Posts: 18,729
    wolf359 said:

    "Selfishly I would hope that DAZ builds
     a Blender plugin to support DAZ format natively" 


    This supports DUF in blender
    http://diffeomorphic.blogspot.com/p/export-character-from-daz-to-blender.html

     

    "One more that wouldn't want the three merged.
     I would like small pieces of Hexagon in DS tho...at least so
     far as a morph brush-type thing.
     Otherwise the software would get really bloated, really quick.

    +1 yes


     

    Thanks, I have it installed but I am going through Darrin Lile's tutorials one more time before I use it intensively. I had some animations of DAZ models I want to do something besides retargeting for but I am doing one test render of G8F with FaceGen Transfer Tool face that I will enter in one of those PC+ Club contest threads 1st.

    Unforfunately the HD I had the Blender Cookie tutorials I subscribed to and saved is broken. angrycrying So I will resubscribe to Blender Cookie to get those animation courses downloaded again.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,107
    jcbunn said:

    Modeling in daz ? its bad enough content getting ported to blender and then shared all over the planet without permission.

    but real modeling in Daz, it would be a one stop pirate shop. with a UI thats better than blenders

     

    I'm hoping the end of the year will bring us this

    https://www.youtube.com/watch?v=CLqS5SZYt0A

    the day DAZ content is is only useable in DAZ studio would be the day I stopped buying it.

    I only distribute renders as per the EULA but I want the right to use whatever software I damn well want to to produce those renders.

    Blender Artists as with many of the highend suites like Max and Mays are actually rather scornful of using premade content, I have seen enough snobbery on their sites about even modifying Makehuman figures so what ever you are talking about there it has no bearing on incorporating modelling features in DAZ studio.

  • 3Diva3Diva Posts: 11,974

    As someone who only has "Sculptris" and no other 3D sculpting program, I'd love to be able to sculpt morphs in Daz Studio. But having the option to disable/uninstall it for those who don't want Daz to be a "heavier" program would be a good option. :)

  • nonesuch00nonesuch00 Posts: 18,729
    th3Digit said:
    jcbunn said:

    Modeling in daz ? its bad enough content getting ported to blender and then shared all over the planet without permission.

    but real modeling in Daz, it would be a one stop pirate shop. with a UI thats better than blenders

     

    I'm hoping the end of the year will bring us this

    https://www.youtube.com/watch?v=CLqS5SZYt0A

    the day DAZ content is is only useable in DAZ studio would be the day I stopped buying it.

    I only distribute renders as per the EULA but I want the right to use whatever software I damn well want to to produce those renders.

    Blender Artists as with many of the highend suites like Max and Mays are actually rather scornful of using premade content, I have seen enough snobbery on their sites about even modifying Makehuman figures so what ever you are talking about there it has no bearing on incorporating modelling features in DAZ studio.

    They can turn their noses up all they like and lucky that's just a few of them. I like to use DAZ to create one style and some types of Blender models to create another type style. It's quite easier to change DAZ models to look independently and uniquely made than it is Blender or another other 3D model made in other modeling apps. I can see why 3D modelers wouldn't be keen on the though. LOL

  • nonesuch00nonesuch00 Posts: 18,729
    edited June 2017

    As someone who only has "Sculptris" and no other 3D sculpting program, I'd love to be able to sculpt morphs in Daz Studio. But having the option to disable/uninstall it for those who don't want Daz to be a "heavier" program would be a good option. :)

    Blender can sculpt too and there is the Diffeomorphic 'bridge of sorts' mentioned in this thread earlier:

    http://diffeomorphic.blogspot.com/p/export-character-from-daz-to-blender.html

    Post edited by nonesuch00 on
  • 3Diva3Diva Posts: 11,974
    edited June 2017

    As someone who only has "Sculptris" and no other 3D sculpting program, I'd love to be able to sculpt morphs in Daz Studio. But having the option to disable/uninstall it for those who don't want Daz to be a "heavier" program would be a good option. :)

    Blender can sculpt too and there is the Diffeomorphic 'bridge of sorts' mentioned in this thread earlier:

    http://diffeomorphic.blogspot.com/p/export-character-from-daz-to-blender.html

    Blender, imo, isn't very user friendly. After bumbling around in the program for a while and unable to figure out how to do even the most basic things I Noped it. I need a program that's easy to understand and pick up, like Sculptris.

    Post edited by 3Diva on
  • nonesuch00nonesuch00 Posts: 18,729

    As someone who only has "Sculptris" and no other 3D sculpting program, I'd love to be able to sculpt morphs in Daz Studio. But having the option to disable/uninstall it for those who don't want Daz to be a "heavier" program would be a good option. :)

    Blender can sculpt too and there is the Diffeomorphic 'bridge of sorts' mentioned in this thread earlier:

    http://diffeomorphic.blogspot.com/p/export-character-from-daz-to-blender.html

    Blender, imo, isn't very user friendly. After bumbling around in the program for a while and unable to figure out how to do even the most basic things I Noped it. I need a program that's easy to understand and pick up, like Sculptris.

    Oh, I felt the opposite - I felt Blender's sculpting was the easiest part of Blender that I used - much more so than box modeling and all that other stuff while with Sculptris I only ever succeeded in making a mess.

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    I would love a DAZ 3D <-> Silo bridge, but that would require Silo to support plugins. :(  Anyway, I do hope Hexagon, Carrara and Bryce get big updates at some point.  Their user bases are passionate and creative.

    I use Dformers in DAZ Studio to do small modeling tweaks, but my 'vague line in the sand' is that I don't think DAZ Studio should include features that break the UV map.  So adding or removing polys would be problematic, as I understand it.  Those are best done in Hexagon or Carrara or Silo or Blender, where it seems you have the dedicated knock-on tools to handle retexturing after a change like that.

    I'm glad more folks are enjoying G[r]8F, and I hope all the tools get to also, eventually.

    --  Morgan

     

  • Quick 2 min render with Duffy for V8....Daz thanks again for this fantastic figure!

    Duffy Face a.jpg
    1500 x 1700 - 3M
  • ZyloxZylox Posts: 787

    I want to add my voice to those who don't want to see Bryce, Carrara, and Hexagon merged into DAZ Studio. I would rather see the programs updated and kept seperate. I also wonder why more people don't use Hexagon more often. I have found it to be an easy to learn program which is pretty cheap($20) and has a built in bridge to DAZ Studio.

Sign In or Register to comment.