Genesis Evolution from 1 to 3

a-sennova-sennov Posts: 331
edited December 1969 in The Commons

Played a bit with Genesis 3 base. Interesting stuff:

Genesis 1:
19296 vertices, 18872 polygons, 26 material groups, 73 bones (including root)
Genesis 2:
21556 vertices, 21098 polygons, 28 material groups, 81 bones
Genesis 3:
17418 vertices, 17000 polygons, 17 material groups, 173 bones

Interesting that Gen3 has lost polys where Gen2 has got them compared to Gen1 - (that's the power of marketing :) ).

Generally Gen3 has cleaner mesh loops and it's better from animation standpoint (my primary concern). It has facial bones so we'll be less dependent on morphs and can DIY expressions how we like them.

Lost polys mean less details (ribs area, pelvis, knees), so I thinks we'll see more HD morphs to compensate this loss. (Or geografts? THAT could be funny.)

Joints have correction JCMs by default (the ones in shoulders resembles Ideal beauty) what AFAIR Gen1 and 2 didn't have.

So, what is the conclusion: we're heading to gamedev! This rig is almost perfect as base for game character - you'll have to REMOVE unneeded bones instead of adding them and I bet even default 'general' weightmap will work fine when exported to FBX :) And less material zones means less draw calls by default.

It came too early! I have an animation project to finish but I cannot hold myself from trying to play with Gen3 in UE4 and I know what will happen then - my very soul will be lost :)

Waiting for G3M.

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Comments

  • Peter FulfordPeter Fulford Posts: 1,325
    edited December 1969

    According to the Genesis 3 marketing:
    "The more detailed a character is, the more realistic and life-like they become."

    So with the fewest verts and polys, version 3 is the least realistic and life-like Genesis so far.

    Progress!

    Yes, I'm sure that's what they meant...

    .

  • a-sennova-sennov Posts: 331
    edited December 1969

    That's marketing. They tell you the truth, just not all of the truth :)

    With this rig improvements she is more 'realistic' when will be animated. She will be better characterised in MotionBuilder (and iClone as it uses HumanIK too AFAIK) and I'd bet her facial bones will map to one of common facial mocap pattern.

    But poly-wise the mesh was simplified and some details are gone so say bicep flex will be less 'realistic' without the help of HD morph.

    Changes in UV will widen the adoption of model by artists using mainstream texturing tools but that will not directly add to realism. Here is G3F with new and shiny textures vs G2F with old as mammoth shit Arinae for V4 (still one of the best texture I seen here :) ).

    g3f_g2f.jpg
    1280 x 720 - 393K
  • a-sennova-sennov Posts: 331
    edited December 1969

    a-sennov said:
    Played a bit with Genesis 3 base. Interesting stuff:
    Genesis 3:
    17418 vertices, 17000 polygons, 17 material groups, 173 bones

    Aren't they obsessed with 17 a little?

    Conspiracy? :)

  • rickfoxxx74331700rickfoxxx74331700 Posts: 186
    edited December 1969

    Less polygons??? Really?

    Then, now will it be possible make our own HD morphs?

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    Less polygons??? Really?

    Then, now will it be possible make our own HD morphs?

    If they do someone please track me down and let me know. It's one of the major reasons I don't visit this place much anymore. I like the software and their figures but I hate them holding stuff back like that.

  • LimbaLimba Posts: 53
    edited June 2015

    Less polygons??? Really?

    Then, now will it be possible make our own HD morphs?

    Hmm. Do they want to sell more gamedev licenses :)

    Post edited by Limba on
  • rampart_1576840087rampart_1576840087 Posts: 504
    edited June 2015

    At first sight...

    I thought, why would they spring this G3 bit unannounced?
    I came to the forums just to make sure there was NO pre-promotion of G3 as I thought.
    I guess this means there will no improvements in legacy characters unless they are done by third parties.
    Well, to be honest I think the whole male/female bit for G2 was a ripoff.
    Everyone knows Daz3d could have done an improved genesis, the application of morphs corroborates that.

    This I find to be particularly annoying.. so annoying I don't even look at these types offers any longer.
    ]The constant barrage of sales that require you to buy something you don't want to get something you do want at a better price.

    As long as I can use the daz3d content I own, or can export it... I am OK with it. Daz can do whatever they want with their business.

    Post edited by rampart_1576840087 on
  • RCDescheneRCDeschene Posts: 2,816
    edited June 2015

    Less polygons??? Really?

    Then, now will it be possible make our own HD morphs?


    Actually, that's why there are less polygons, because HD morphs don't need as much if you can subdivide the polys. This is actually an improvement, really, because if it requires less resolution power, that means it will load much quicker while still achieving the same superior quality.
    Post edited by RCDeschene on
  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969


    Actually, that's why there are less polygons, because HD morphs don't need as much if you can subdivide the polys. This is actually an improvement, really, because if it requires less resolution power, that means it will load much quicker while still achieving the same superior quality.

    Can you make your own HD morphs, if not less polys still sucks. Thats why for a long bit certain markets still wanted to use V4 because there was more geometry to modify to make custom morphs.

    I like using the Daz figures, but I like doing my own stuff with them :/

  • frank0314frank0314 Posts: 14,704
    edited June 2015

    HD development(tools) is exclusive to DAZ PA's only

    Post edited by frank0314 on
  • LimbaLimba Posts: 53
    edited December 1969

    Hmm. I think I will have to check how this 173 bones is mapping unity mechanim.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    Frank0314 said:
    HD development(tools) is exclusive to DAZ PA's only

    Such a shame. But I am not surprised...

    Wish they at least sold it...I mean its all about money anyway.

  • a-sennova-sennov Posts: 331
    edited December 1969


    Actually, that's why there are less polygons, because HD morphs don't need as much if you can subdivide the polys. This is actually an improvement, really, because if it requires less resolution power, that means it will load much quicker while still achieving the same superior quality.

    Then Gen4 will be just a cube - as '4' implies :)

  • a-sennova-sennov Posts: 331
    edited December 1969

    I have to admit - she bends like a charm!

    g3f_bend.jpg
    1280 x 720 - 272K
  • LimbaLimba Posts: 53
    edited December 1969

    Just downloaded basic set and Victoria 7.

    It seems the most additional bones are in the face. So pretty good for face adjustment in games.
    No need for separate .fbx file for different character

  • kyoto kidkyoto kid Posts: 41,838
    edited June 2015

    ...reading some of the comments here, apparently it seems poly -wise, G3F is a slightly decimated version of her "ancestors" which is more suitable for animation and game development. Since I do not work with either I pretty much will stick with G1/G2. HD morphs (which apparently will be the only way to compensate for the reduced polys and vertices) are just too resource hungry, particularly as I often create complex scenes with multiple characters.

    I just hope that clothing and hair content development for G2 isn't abandoned for G3 (or at the the very least SickleYield releases a G3 to G2 fitting clone like was available for the original Genesis shortly after G2 was introduced). Another downside is the change in material zone structure would preclude using older texture maps (unless a dedicated plugin was released similar to the old Texture Converter by 3DU) which only further limits the versatility which the Genesis concept was originally based on. It seems with every generation Daz has been taking a step backwards to the Generation 3/Generation 4 days.

    Like many here I've already spent a lot on a "stable" of G1 and G2 figures, characters, and content. I am tapped out and cannot afford to do it all over again. Heck, I still have G2 and G1 content on my wishlist.

    Post edited by kyoto kid on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Kyoto Kid said:
    ...reading some of the comments here, apparently it seems poly -wise, G3F is a slightly decimated version of her "ancestors" which is more suitable for animation and game development. Since I do not work with either I pretty much will stick with G1/G2. HD morphs (which apparently will be the only way to compensate for the reduced polys and vertices) are just too resource hungry, particularly as I often create complex scenes with multiple characters.

    I just hope that clothing and hair content development for G2 isn't abandoned for G3 (or at the the very least SickleYield releases a G3 to G2 fitting clone like was available for the original Genesis shortly after G2 was introduced). Another downside is the change in material zone structure would preclude using older texture maps (unless a dedicated plugin was released similar to the old Texture Converter by 3DU) which only further limits the versatility which the Genesis concept was originally based on. It seems with every generation Daz has been taking a step backwards to the Generation 3/Generation 4 days.

    Like many here I've already spent a lot on a "stable" of G1 and G2 figures, characters, and content. I am tapped out and cannot afford to do it all over again. Heck, I still have G2 and G1 content on my wishlist.

    Not decimated. A completely new mesh.

    Note you can set the SubD level for Iray, so it is only heavy, where it needs to be heavy. Further Iray eats polys like nobody's business. The overall difference between Genesis 2 and Genesis 3, in terms of poly count is not huge. (Though when you start adding levels of SubD the Genesis 2 mesh is going to be significantly heavier.)

  • RCDescheneRCDeschene Posts: 2,816
    edited December 1969


    Actually, that's why there are less polygons, because HD morphs don't need as much if you can subdivide the polys. This is actually an improvement, really, because if it requires less resolution power, that means it will load much quicker while still achieving the same superior quality.

    Can you make your own HD morphs, if not less polys still sucks. Thats why for a long bit certain markets still wanted to use V4 because there was more geometry to modify to make custom morphs.

    I like using the Daz figures, but I like doing my own stuff with them :/
    Who said I had to make the HD morphs? That's what the PA's will be doing.

  • edited December 1969

    Frank0314 said:
    HD development(tools) is exclusive to DAZ PA's only

    For me this is a reason to never buy anything ever again.

    You don't want us to create our own morphs, only Daz store morphs allowed (except low poly morphs).

    I see, people would share them on the internet for free and buy less stuff.

    Maybe some artists stay despite such tactics, but if you think you can ever conquer game devs while doing such stuff, good luck...

  • murgatroyd314murgatroyd314 Posts: 1,567
    edited December 1969

    Not decimated. A completely new mesh.

    "Decimated" in 3D modeling jargon, you're right.

    "Decimated" in the old Latin "killed one in ten" sense is remarkably accurate. G3 has almost exactly 10% fewer vertices and polys than G1.

  • kyoto kidkyoto kid Posts: 41,838
    edited June 2015

    ...in any event what benefits G3 may have to offer do not outweigh the price of investment on a tight budget, especially if it is going to be less compatible with G1/G2 let alone Gen4.

    Post edited by kyoto kid on
  • kourraxspamkourraxspam Posts: 7
    edited December 1969

    G2F had a hideous regression in hair rigging that scaled the neck and chest linearly without keeping head proportion. Youth and toon morphs with large-proportion heads had long hair bunched up and scrunched in on the back and shoulders. Genesis wasn't perfect in this regard but it looked at least somewhat decent in comparison.

    I'm curious how G3F will handle this. Between this and the eye spheres being actually impossible to proportion for anime characters, G2F was crap for toons.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969


    Who said I had to make the HD morphs? That's what the PA's will be doing.

    I don't need or wish to wait for PA's do do what I want to do. And they never do what I want...

    fxbar said:
    HD development(tools) is exclusive to DAZ PA's only

    For me this is a reason to never buy anything ever again.

    You don't want us to create our own morphs, only Daz store morphs allowed (except low poly morphs).

    I see, people would share them on the internet for free and buy less stuff.

    Maybe some artists stay despite such tactics, but if you think you can ever conquer game devs while doing such stuff, good luck...

  • Silver DolphinSilver Dolphin Posts: 1,638
    edited December 1969

    You can create your own morphs if you want using Hex which has a bridge or you could buy the New 64bit Silo Modeler which I own (very nice Modeler, good value for moneyl). I would recommend for those (strapped for cash) the new 64bit version of Blender because it is free and is a great alternative to buying your software, just be aware it has a steep learning curve. Youtube is your new 3D school if you want to learn Blender but it is worth it. Send in your base G3 or V7 model and create your own morphs. Bring them back into Daz Studio and save them. You can save yourself alot of work in a modeling program by just purchasing your morphs and textures from DAZ! Oh for texturing you have two opitions in the free: the first is GIMP and the second if Krita both are excellent painting programs that are free and great for texturing your models. It is up to you. What is more important money or time? Just my 2cents.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    You can create your own morphs if you want using Hex which has a bridge or you could buy the New 64bit Silo Modeler which I own

    you mean a new SILO? Since when? I thought I liked that software till I realized it was no longer supported...and this was a few years ago.

    well crap it did get an update. wonder if it fixed the bugs i had...

    Post edited by larsmidnatt on
  • kyoto kidkyoto kid Posts: 41,838
    edited December 1969

    ...be aware that Blender has a very steep learning curve as it is more complex compared to to Silo and Hexagon. It is basically more on par with 3DS Max as it includes rendering, animation, game development, and surfacing whereas Silo and Hexagon are strictly vertex/polygon modelling programmes.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    You can create your own morphs if you want using Hex which has a bridge or you could buy the New 64bit Silo Modeler which I own

    you mean a new SILO? Since when? I thought I liked that software till I realized it was no longer supported...and this was a few years ago.

    Silo is still being developed and yes, has matured into a full on 64 bit modeling program. You can find more info here:

    https://www.nevercenter.com/silo/release_notes/

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    RAMWolff said:

    Silo is still being developed and yes, has matured into a full on 64 bit modeling program. You can find more info here:

    https://www.nevercenter.com/silo/release_notes/

    Thanks! I already took a look and saw that development resumed at some point last year. Minor update so far... still worried since I got the burn when I purchased it some time ago. Had an account frozen over it and all that stuff.

    But when I used it, it seemed like it had a lot of potential and was logical and just what I needed. I can't stand Blender, loved 3DS Max but not going to pay that money. Hexagon works but will never get a proper update.

    Hexagon/Daz bridge keeps me using it. Will keep an eye on Silo...thought it was perma-dead.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    RAMWolff said:

    Silo is still being developed and yes, has matured into a full on 64 bit modeling program. You can find more info here:

    https://www.nevercenter.com/silo/release_notes/

    Thanks! I already took a look and saw that development resumed at some point last year. Minor update so far... still worried since I got the burn when I purchased it some time ago. Had an account frozen over it and all that stuff.

    But when I used it, it seemed like it had a lot of potential and was logical and just what I needed. I can't stand Blender, loved 3DS Max but not going to pay that money. Hexagon works but will never get a proper update.

    Hexagon/Daz bridge keeps me using it. Will keep an eye on Silo...thought it was perma-dead.

    For what ever reason Hex just dies on me all the time so I uninstalled it. I hear that DAZ is considering an update to this poorly ignored program so I have my hopes up still.... It's one of those dreaded DAZ SOON things but sometime in the next millennium I think! lol

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Create your own morphs?

    You mean like this?

    anna3_5.png
    1024 x 819 - 394K
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