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That bundle had better include everything I need to make and render an anatomically correct female character with nothing else to buy.Including the gens materials being of equivalent quality as the rest of the textures and maps.
I don't care if they are using HD morphs, HD geographs, a combination of both + displacement maps, or what ever solution Daz has decided upon for fixing everything that is wrong with a unimesh platform.
It had all better be included in the asking price for that pro bundle, or G9/V9 is dead on arrival for me.
I did buy in to the pre-order. So I'll be among the first of the customer base to find out.
I would imagine that, to the extent that HD has a set meaning in other software, it's mostly to distinguish from low-poly models.
Yes, but it is still just a label. And in other software, it is also just a label. When it comes to TVs, we had HD years ago. Now we have 4K Ultra HD. I am surprised Daz hasn't tried advertising their morphs as "Ultra HD" yet. May as well. It has to be better than regular old HD, right? HD is so 2000's, LOL. It is time to upgrade!
I just remembered Duskrider said he thinks they will still use the PBR Skin shader. That is quite possible, I doubt Daz would reverse course on that now. But maybe this is where the new 4.21 comes into play. Maybe they tweaked that shader to PBR Skin 2.0 or something. I do think the 8K texture maps will replace the tiling. They may still have a tiling version for people who don't want to use the 8K maps. This would be fine, it would give people the OPTION. And indeed Jay said in the video that the 8K maps were optional. To me that implies there must be an alternative, and that alternative is probably the tiled textures.
I think some people are forgetting about the tiling detail maps. Those may very well be part of Victoria 9, and that would save data for those that need every byte they can get. Of course...we don't have any official word on that. It sure would be great if Daz could communicate with their customers about these things. With all of the people freaking out over 8K textures, now would be a very good time to clarify something like that. If tiling is an option on Victoria 9, that would maybe help calm some nerves of people who are morbidly afraid of large textures.
I believe there's some confusion here. That is, subdivision aka mesh density and topology aka mesh flow are two very different things. Now G9 gets a higher density but a poor topology, that's why you can't get nipples and navel without HD. Then it is essentially true that if we use a extremely high density then topology is not needed, that's the concept of scultipng and retopology. Indeed topology is a optimization for the mesh, that makes it fit for animation with a good geometry flow. If we use directly the HD sculpting there's no need for topology or subdivision.
@Diomede LOL that's exactly what I'm talking about, nice joke and very "informative" either as a clear example.
Victoria and Michael 8.1 were the first 8.1 figures released.
Oh, for some reason I thought White Priestess and Cleopatra came first.
I really hope so... with the way they handled everything that followed the "pay now, get items later", I wouldn't be surprised if we're the last to find out. I seriously hope they're not going to mess this up as well.
Big pro on G9 seems to be expressions.
8k texture maps is nothing new, and nothing G9 only.
You've could easily have 8k textures for Victoria3 as well.
Big disaapointment is the mesh topologie with poor edge loops for morphing in body details at base resolution level.
Body details needed to be HD morphs, which won't export to other apps.
In my cristal ball, I can see, that we might end up with a huge collection of geografts fixing those topology flaws.
I really don't like that unimesh system. I didn't like it on Genesis, and I don't like it now.
Same as playing with a Mr. and Mrs. Potato head. LOL
edit:This is hilarious, the similarities
https://nbc-2.com/news/2021/02/25/mr-and-mrs-potato-head-rebranding-to-be-gender-neutral/
With the upcoming release of Genesis 9, I thought it might be a good idea to revisit making clothes for Genesis 1. Genesis 9 uses the same unimesh for both the female and the male. There are female and male base full body morphs to model gender-leaning clothes for. Jay Versluis and Fugazi have a pre-copy of Genesis 9 and made a video for using Marvelous Designer to make a dress for the female full body morph and still rigged for the unimesh. Most of us don't have Genesis 9 yet, including me, but it occurred to me that this workflow is similar to creating for Genesis 1. Therefore, I put together a tutorial as a series of screen shots to use Marvelous Designer to make a skirt tailored to the Genesis 1 Basic Female, and then rigged for the genesis 1 base.
Jay and Fugazi Genesis 9 female to unimesh here - https://www.youtube.com/watch?v=lkHsq7aZYjc
My free Genesis 1 female to unimesh tutorial using screenshots starting here - https://www.daz3d.com/forums/discussion/comment/7729546/#Comment_7729546
Both do the modeling in Marvelous Designer and then import the OBJ in Daz Studio for rigging. My copy of Marvelous Designer is old, before they went subscription. So if you have a current license or take advantage of a free trial, you will have a slightly different interface with some additional tools.
Yes, Victoria has always been the first female release of any generation of Genesis and I believe, not 100%, Michael is the first male.
@Padone, agree about the importance of topology. I made some silly custom toon figures that have about 3,600 polygons. My hero and heroine have belly buttons and nipples, so Genesis 9 has more than enough polygons for such details as a general matter. Someone like Joe Quick who does extreme morphs could get a belly button wherever the polygons are. But most of us want each vertex of the model to be in a convenient place.
True, but to do something like that will require a custom UV map(s) and custom textures for the UV map(s) to avoid serious texture stretching. Not a big issue for low/no texture detail toon figures, but a huge deal for realistic human textures. This approach could end up with multiple one-off figures with no alternate texture support.
G3 custom UV core characters were such a succesful idea that by G8 everything was made on one base standard UV set.
And then they intentionally changed it for G8.1, even though it clearly wasn't necessary given that 8.1 can load the the G3/G3 UV just fine, with DAZ once again trotting out the "it works better" line to justify new UV sets.
It's hard not to see it as the same kind of iPhone marketing that nearly killed Poser under Smith Micro. "Oh no, headphone jacks are terrible... now you have to buy special headphones," "Oh, that power port you have a dozen accessories for is obsolete, buy all new accessories", "Oooh, look it's a new set of figures for Poser, but they only come with the newest version of the software that is really basically the same thing with two minor feature updates." Notice that one of the first things Renderosity did was make the newest gen figures available as stand-alones? Shockingly, they're actually looking at what their users want, and they're pulling Poser back from the death bed in the process.
Not switching - yes, having a peek - yes.
Concerning the anatomically correct part(s): i too feel, that it either should be in here, or buyers should get a deal on the pro-bundle, so it all makes perfect sense. Just so that having gone in early doesn't mean a penalty ;).
That, due to the lack of transparency as to where/what this is going, in terms of anatomy...
The reason for the new UVs was clear and explained - it allows a less abrupt transition in detail ("texel density") from face to back of head and collar. This was soemthing people complained about with the original mapping, so a real issue for at least some real users. And of course this didn't break anything severely, maps till applied but some scripts based on surface names needed a workaround.
Yes. It was often showing on bald characters and/or characters with face paints/tattoos going over the face UV seam. It's easier to mask this kind of transition when its along the collar bone.
It's not like any G8.1 texture can't be rebaked with the map transfer to use it on a G3 character.
That was what I was thinking but I might not have explained myself very well.
Great explanation...
Ya. A truck with dragon wings.
I knew this would happen eventually. That's why I totally avoided the "8.1" characters. Also, I learned decades ago to avoid Preordering anything,
I'm thinking from that Saturday presentation that he said with the high polygon count at base and the changes made to autofit that old clothing will autofit much better.
I was going through today ( 29 Sep 20 22) and looking at products on offer with the 77% off coupon and I have to tell you, sorry, dForce clothing without nice dForce simulation presets to get nice drapes,, with wrinkles and folds, is not working. It would work, maybe, actually has worked, if the clothing is draped and then that set as a preset(s), but this business of dForce clothing with no dForce simulations with nice draping, no. It looks like they are wearing paperdoll clothes.
I don't follow what you are saying, and don't see any connection to Genesis 9.
If you have either the clothing or hair dForce presets from EcVh0, they work wonders and are interchangable. A lot of times if I want the clothing to really drape, I use the wet setting from the hair presets. Sometimes the default dForce settings for a product work great, but a lot of times I play around with the different presets from the two EcVh0 sets.
Viva la potato PC's. I don't think I have a potato PC I know it's older now by today's newer stuff byt it wasn't when I built it LOL. I have a an i7 8700 six core,32 gig DDR4 RAM, (2) 1TB harddisks, EVGA SuperNova G3 80 plus gold modular PSU, and a, still going strong) GTX 1060 6 gig card. I don't render large, complex scenes so maybe I can bump up my graphics card. All I want to know is will my current system use the G9 if I chose to jump on it. I'm in this for fun and for those days I some mental relief LOL.
The fact that there will be merchant resource hd morphs in the store confirms what you've been saying. You'll need them to base any morphs you make off of, because those contain the morphs not present in the base mesh. I don't know if they'll be available generally to the rest of us or ONLY PA's, but from the copy I've read so far, it states that they are for the Daz PA's. Talk about cutting the other sites off at the knees....
Time will show.
The worst case scenario G9 will be useful for kitbashing things like monsters and creatures whilst for more human models G8+ will stay the main route.
It will be the same as before for the creation of morphs for other sites. Nothing changes there