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The mixing element is definitely a problem, but I have tools to create mixed normal maps if I find it necessary. (It's not an easy solution and it involves tools not everyone will have, but it's doable)
True. But even just using the normal maps and bump maps that comes with the character can make a big difference. I find just upping the values of those two can make a pretty big difference.
Like here's a Non-HD character. This is her with bump and normal maps set to the value of 1:
And here the normal and bump maps are set to 3 (I normally set them to 2, but wanted to bump them up a bit more to show the detail from a distance):
The hands and feet really show the detail - which is again, set a bit too high IMO, but I wanted to make the details stand out to show the diference.
This thread has made me rethink my stand on HD. Until they start including them with the base figure or making the HD add-on cheaper, I'm not going to spend any more money on them. I can get a pretty good HD approximation (IMO) with adjusting the Normal and Bump maps.
The trick is whether the Normal maps included are as good as the Hd detail. Which... is probably fairly random
lol True. Just have to pay attention to which PAs create good Normal maps and which kind of half ass it. Thank goodness Daz has an easy return policy. :)
I first tried to answer some questions raised here.
That entry become to long so I split it into different posts in a separate thread.
@ Understanding the difference between HD morphs and maps and their usage
@ Mixing HD Add-ons with existing maps
@ SubDivision levels vs Render SubD levels
@ Understanding the difference between Subdivision levels
@ checking the point (vertice) count of an object when dialing in subdivision levels
@ Difference between Base Resolution and High Resolution
@ Subdivision level limits
@ Subdivision Allgorithm
https://www.daz3d.com/forums/discussion/180391/guide-working-with-hd-addons-and-subdivision-levels
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HD morphs allow you to actually "use" the HD details. Shadows are just one example. Other include transferring the HD details onto skin-tight/wet clothing items and allowing more natural skin deformations especially near joints.
It all boils down to how you want your Hulk doll. Some will just content themselves by painting their sister's Ken doll green.
HD morphs do not project into clothing.
Doesn't that happen with Topmodel HD morphs and clothing?
Screenshots at Subd 4 for both figure and clothing. Smoothing off.
Without dialling Topmodel HD Morphs on V7:
After dialling Topmodel HD Morphs on V7 at 400%
Here's another example of Topmodel HD morphs with Dance Gear leotard. This time with an outfit NOT specifically created for Topmodel HD. Using DG's default smoothing params. V7 at Subd 4 as before.
Before dialling Topmodel HD morphs:
After dialling Topmodel HD morphs at 400%:
In both the examples above it is apparent that HD morphs from characters can/do project into clothing.
That's not HD, that's a projection morph. HD doesn't not project into clothing, so it needs a projection morph to tell DS where those morph deltas actually (approximately) are.
Thanks for this guide. Very helpful. Be nice if DazStudio one day adds a comment bar that explains what certain properties do when you click on them. Sometimes you know what the word itself means, but you don't understand what is technically happening with the software.