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Comments
100% Disagree.
I sculpt new G3 figures all the time and find it so very much easier to make great looking realistic faces on them than any other figure we ever had. It is very easy to get custom unique looking faces, with alot of personality. These are totally the best figures we have had so far for sculpting with.
Rawn
Cosmo if all you want to do is smooth out the character a Smoothing Modifier would be better as it doesn't quadruple the polygon count of an already high poly figure.
I am not sure why you refer to Dixie as chubby? That's not chubby in my opinion that is simply fit and healthy. I know its totally off topic but I had to say it. She isn't anorexic she looks like a real person.
and interestingly enough I have been using V4 and Genisis more than G2 and G3. And i don't really have any pre concieved thoughts on any of them because I don't know enough about the differences for it to influence my opinion one way or another. Part of it may just be that there is such a huge amount of add on characters and clothing for them compared to later generations (that I can afford anyway, as well as a ton of free stuff)
The main reason I stopped using V4 was the morph cross-talk problem. If you loaded too many morphs invaribly some of them would use chanels other ones were using, and I got tired of V4's torso wrinkling when she smiled ;)
I haven't come across that problem with the Genesis line, they seem to handle multiple morphs a lot better.
I'm very happy with the range of content in Genesis and Genesis 2. With GenX2, I have a REALLY diverse set of options and the ability to migrate across all sorts of stuff.
I mean, Genesis, I can have a three eyed, four armed green guy with bat wings and a cow head. If I want.
Thats because V4 used INJ/REM to add the morphs in, because of how poser would handle morphs. Those morphs required empty channels in the figure to be used by the new morph, and there were only so many channels, so depending on what you inject, it would overwrite the previous one you had.
Genesis and D/S does not have the morphs injected into the figure, it is a much less memory intrusive system, and will not run into any of those issues.
Heck, my three eyed cow-headed four armed blue alien with bat wings could also be aged and have a long beard.
Ok, I think I know what a contest entry will be...
I hated this too. Couldn't go back to it. Mix and match everything you want! I did bring over a ton of V4 morphs to genesis/genesis2 and they work better on Genesis than historically simply because I can now mix them together! (that and for some reason Genesis/Genesis2 still have some gaps in certain functionality that V4 had plenty of coverage in)
I really wasn't hoping for this to turn into a huge debate I think the answer was adequate with the first couple of people who replied.
despite your hopes these things generally stray from your control once you add them to public forums; theres that, and its contested subject for many users so it should come to no surprise the debate was inevitable.
My primary figure is still Genesis 1. At some point I undoubtedly will use G2 or G3 figures as well, but I suspect I'll probably be using G1 for a long time more.
I'll probably never actually go back to using any gen4 figure, except to copy the morphs and port them to Genesis. And the skins. I'll use the skins for as long as I can get away with.
But the fact is that I was *never* able to get more than 5 gen4 figures into a scene and have it render. I do concede that this was in DS3 which only ran in 32-bit on a Mac. I do not know how many gen4 figures I would be able to pack into a DS4.8 scene and be able to render it, but I will bet you just about anything that it wouldn't come to 15-18 which I can do with Genesis. I LIKE being able to render a scene with the whole cast present instead of having to render it in pieces and postwork it together.
The main things I look for in figure iterations comes down to the smoothness of the joint bends, that's about it. The difference between V4 and G3 is huge, but G2 and G3 are very similar in that regard.