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The various uniforms in mal3Imagery's images are usually their own custom work and not available for sale.
Not necessarily. Black people got all kinds of hair textures, but that body hair does look kinda painted on
Oops...I missed the 2nd G8 pro bundle. Oh well, I'm not gonna cry over it long and not asking CS to add. Lesson learned for not reading the terms of a Daz sale 50 times to make sure I have it right.
Laurie
He made it himself. Yes, I wish he'd sell it too!! He would soooo get a lot of my money ;).
Laurie
Does anyone know what the 60.00 of Daz Originals? I only got 30.00 yesterday. did it change for today? Very confusing.
@Mystarra, Nikolai is from DarwinsMishap(s) and will have a number of presets for changing the way the skin looks. I have many of his characters, and I've never been disappointed. Not even with the earlier characters. The real limitation with his characters is they do not support 3DL. That's not an issue for me, but it mightbe for you…?
Oh no, loll. I missed out on some then. oh well. I will see if CS can get me the other hopefully.
thanks :)
Maybe he's Dain-ish?
thanks for the replay, yeah it's seams whic the only reason i would buy this character dain would be for the skin textures and maybe some cloths but overal the outfits are "high above" my work (above the 100 to 120k which already "high") and get 2 free genesis 2 and/or genesis 3 pro bundles and some extra stuffs.
again thanks barbara finally i was able to know you, i really love to see your outfits and already tried to buy few but unfortunally they are "out of my line of work(gaming) since most of then are too high poly for game design(my ideal is between 20 and 80k at best and some rare cases close to 100k), maybe when we reach the "PS6 xbox xxxxxx
generation and are on a I11, then maybe i can start to buy and have a use for most of your outfits but in the current way they are now is really out of my bondary, but they still amazing and i it's really make me feel bad not buying then.
Thank you, L'Adair!
Here is the raw render of the base skin, sss, translucency and gloss that was part of one of the promos with a basic black and white HDRI and three spot lights and no postwork and even some of that funky poke through with the hair because of the spectral rendering setting.
Thank you! Just tried it and it works beautifully.
Lol!


Well, they are made for DAZ Studio and were never intended to be used in UE4, Unity, Go Dot, CryEngine etcetera. With some tender love, I am sure you can easily get them down to reasonable poly counts for your needs!
thanks. i'm seeing sharp contrast from the lower ab to upper ab. it may be the lighting putting his upper ab in shadow?
or mebbe a square emitter light
Custom Blender Hair :)
Thanks for the interest, but like other said, it's a personal uniform I made for personal use only. I know people really want my clothing for sale, but that day is unknown.
Okay, just for those of you who are having trouble visualizing the comments about the Bouncer outfit, here are some viewport draws to drive home the issues.
First, the pants:
Notice the top of the pants is as flat as a plane. The bottom of the pant legs at least curve inward. Regardless, I cannot comprehend how this is acceptable modeling.
Next the "Suit" object which is the jacket, pocket kerchief, shirt, buttons tie and tie clasp. The tie and tie clasp are separate meshes, as are the buttons, if you want to isolated them using the geometry editor tool, The rest of the "Suit" is a single mesh. Here's the overall object in Lit Wireframe:
Notice how the mesh curves inward on the bottom of the object.
And here closeups of the right and left sleeves at the wrist. First is the right sleeve:
And here's the left sleeve. Notice the mesh is rounded inside where it is solid:
Is it any wonder this clothing explodes if you try to use dForce on it?
What's in the water in Draper? Is everyone at Daz awake? What IS this mess? Do we have new Daz overlords that are totally unfamiliar with the software minding the store?
Seriously, this might be the last money I spend here.
Laurie
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This outfit does not hold up well when posed, either.
This may be the most egregious result of posing, but even simple standing poses produced strange poly stretching in the crotch area.
Using only the "Bouncer" poses, I found stretching along the underarms, as well. I'm not a PA, I don't understand all the terminology and such, but I'm pretty sure this problem is due to not having correct movement morphs, (JCMs?) for the clothing, or something with the weight maps and rigging. Maybe both. Shoddy work by the artist; And appalling this ever passed Daz QA!
The way that is modeled, it looks like a game asset. As in the character and clothes would be all one mesh with no body inside, to avoing pokeing through when the character moves about. This sort of modeling does not work at all for a program like DS. But it's great for games.
Wait what? H's using reshaded Darius 6 mats and has gens mats that don't match because they're darius 7 or 8? >_< anyone else confirm that?
The pants for the merc outfit are almost identical to the wireframes @L'Adair posted except the waist isn't a straight plane, but funnels in like the shape of the bottom of the bouncer pants. The bottom of the pantlegs match the Bouncer's.
Which is why I'm dumbfounded Daz released these outfits as they are, especially with a Pro bundle.
I just tested both the Future Soldier and Flight Suit outfits with posing. Future Soldier holds up really well, with only some slight oddities to the mesh with very extreme poses, (the sort of things one would never do wearing rigid armor!) The Flight Suit has some real issues with the crotch, not stretching like you see in my previous post with the Bouncer outfit, but very square, blockish results. Imagine two or three of a child's wooden building blocks instead of a typical characters bulge morph in that area. The shoulder/underarms are less than ideal, but not extreme.
Off to test the hair…
Is this just the straight G8M shape, I can't believe there is no JCMs. What is going on here ???
I'm sorry, I'm not seeing a contrast within the skin textures as you're describing. There is a slight shadow from the modeling, as well as the arm position.
Here is a clip of the texture map to show the texture/coloring of the abdominal area:

It's like there used to be hands and feet that were retracted. Kind of like they were made from a geoshell of the figure (I remember someone talking about that). Curious, what does the Geometry editor have for Surfaces, Face Groups and Regions?
Very nicely done! Really like it!
You don't have to create material zones to change the tie color. Just open the texture file in Photoshop, the Gimp or other image editor of your choice, isolate the tie, and recolor it there using either the various hue and saturation controls, or cut and pasting in a new texture. Removing the tie and/or the shirt is a little trickier as you have to paint them out using an opacity mask and, in the case of removing the tie, painting the missing shirt detail back in. I've been doing this for years and often find it easier than playing games with the geometry editor since all I have to do if I want to reuse the same variation in the future is swap in the modified texture files.