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LOL, They remind me of an old british tv series called spitting image. (Dammn now i feel old)
I've experienced weird issues with morphs some times, especially with morphs I've moved into a figure via GenX. One nail morph made the teeth all jacked up but I didn't notice at first and then it was hard to reverse engineer which one caused it. What I did was go through each morph in the "Currently Used" list and ALT-click on the value (that's a shortcut to make it zero) and see if the teeth got better. If they didn't, CTL-Z to get the value back and on to test the next one. Eventually I figured out it was the nails (go figure) and got rid of that. You may want to experiment with that to see if there is one weird one that is gumming up the works for you.
I often use different dials and they often add up to over 100%
I use negative values and I often go over 100%
In my (yet little) experience some morphs stack better than others.
I'm working with quite a few freebie figures/morphs and a few of the PAs who design these have a tendency to favor certain face shapes, which, when those morphs add up, result in quite bizarre faces.
I think this is one of those fidget until you are happy areas. I sometimes get cartoonish or monster effects, or even worse. I try dialing things back a little to see if that helps but if I am not quickly successful I move on. And when everything seems to be coming in weird I look at the ' currently used' morphs. Usually I have accidentally left a figure dialed in at 100 percent which means that I can end up with two more 100 percents and 300 percent is bad... so bad. Unlike some of what has been said here I sometimes get some nice characters from a 200% morph. By that I mean 100% of each character. However that is very rare and I like exagerated features to some degree. I'm not aiming for photorealism all the time. But I would say the 200 percent dialed in character that looks good is very rare. Usually I dial in something I like, then start flipping through the dials until I find somehting that looks close at about 50%, from there I dial back the character dials until I hit something I like.
and she is beautiful. I started with G3F ... but if i put in % like that, wow .. its really bad.
I'm on my way to do another character and will jot down the percentages used.
being an extremist ... from the below results, I have to assume i had either cranked the characters too high, or one of the morph dials was up or something... as you can see from below, this is a somewhat extreme example of dialing in characters. The changes are actually quite subtle.
anyway..i selected 8 G8 characters .. so started with G8F .. added 8 characters at 20% each, so 160% ... she looks very ok ...
then G3F plus 8 G3 characters, she too, looks ok.
thi8s next one is G3F with the same 8 characters dialed to 30% each =240% total
then 320%
then i jumped each to 60% and the fun finally begins ... but total 480% the next two images reflect that change.
anyway, i think it proves pretty much that you can go pretty high in the mix and get something decent. not sure what was happening to my numerous weird characters, and not just one day but over a long time. .. I just diid a few more characters and they seem fine ..with 100-50-50 , 100-50-50-20.
I never do a total more than a100 %. Beyond that total it will become either ugly or a caricature.
The 160% is the best IMO
I often use different morphs when doing characters, though I rarely add up above 120% in total. Think that has happened only once or twice, usually I end up around 100-110% regardless of how many morphs I've put in. Some are only just a touch (like 2-5% ) while others may have a bit more.
I'm also in the less is more camp, start at 7-10% of morph and work up from there. Subtle works best.
I see a successful Halloween line starting to take shape - The Kissing Troll Family! The first in our family to be revealed... VicTROLLia 8... answer her riddles 3 or kissing you she will be!
Generally I set the first people head at 100%, the second at 50% and the others at 25%.
But now I prefer to use the G3/8 Head Morphs and set each face parts.
Like cooking, it's not good if you put the same quantity of rice and salt together. Just you need a base with a few of each.
that was an interesting experiment actually, for me. I was surprised at how small the changes were using 20%. it also shows how close a lot of the characters are to the base G3 figure.

this will allow me to create some interesting character thougfh, and then use head and face mprphs to fine tune as needed.
I like the halloween art up above ... we need to remember for October 31
That's the reason why I prefer to use only a few figures to make a "mix", but then use very different looking ones.
If you mix five figures, that already look quite the same, there won't be any surprise in the end (as long as the % don't go to high), so using fewer but more different figures is more fun for me.
Did a bit of trying out with the two nearly free male figures from March Madness today - Vini and Kincaid - adding a bit of Old Spice Chap into the mix. Going between 25% and 75% of each, there were some very nice results. An slightly older Vini... Kincaid with muscles but a bit potbellied and well-aged... an Old Chap of african heritage... with just those three figures I'll be able to come up with more than 10 different looking figures, even before I use any of the head/body morphs for G8M.
ROFL!!! That had me literally laughing out loud!