Generation 3 Aiko and Hiro Appreciation Thread

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Comments

  • Bunyip02Bunyip02 Posts: 9,299

    Looking good !

  • EthinEthin Posts: 1,328

    Bunyip02 said:

    Looking good !

    smileyThanks! 

  • richardandtracyrichardandtracy Posts: 7,617
    Ethin, I've just been looking for Texture Converter 2. Do you have a link to it? Either my search skills are even more pathetic than I thought, or it's been withdrawn, and quite a few people seem to think it has been withdrawn. If withdrawn.. does anyone know of any other software that does V4 to V3/A3 texture conversions? Regards, Richard.
  • carrie58carrie58 Posts: 4,143

    richardandtracy said:

    Ethin, I've just been looking for Texture Converter 2. Do you have a link to it? Either my search skills are even more pathetic than I thought, or it's been withdrawn, and quite a few people seem to think it has been withdrawn. If withdrawn.. does anyone know of any other software that does V4 to V3/A3 texture conversions? Regards, Richard.

    Texture Converter 2 was pulled from the store years ago but they left the add ons for it ,in 3DUniverse store I think they are still there but have to check .

  • EthinEthin Posts: 1,328

    richardandtracy said:

    Ethin, I've just been looking for Texture Converter 2. Do you have a link to it? Either my search skills are even more pathetic than I thought, or it's been withdrawn, and quite a few people seem to think it has been withdrawn. If withdrawn.. does anyone know of any other software that does V4 to V3/A3 texture conversions? Regards, Richard.

    Yeah... sorry about that, Texture Converter 2 was retired years ago, and aside for being the only other app for texture conversions, was the only app that did Gen 4 to Gen 3 conversions.

    You could try contacting 3DUniverse, Texture Converter 2 creator, to see if something can be arranged. 

     

  • EthinEthin Posts: 1,328
    edited January 3

    Goatys gotta goat.

     

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  • mdingmding Posts: 1,764

    @Ethin: Wow, nice one!

  • richardandtracyrichardandtracy Posts: 7,617
    I wouldn't like to butt heads with a goat. On our first Christmas at my parents' farm, a goat escaped from our nearest neighbour's property, trotted along the lane and spied our dogs. They retreated through the Alsatian sized dog flap, closely followed by a very pregnant goat. She got her head, shoulders and front legs through before getting stuck. Goats don't have a reverse gear. We had to abandon our Christmas meal and it took all four of us to pull it out of the dog flap in the back door. An interesting Christmas meal, that.. Regards, Richard.
  • ArtiniArtini Posts: 10,632

    Testing animating Aiko 3 in Unity.
    Please check my video on YouTube:

     

  • EthinEthin Posts: 1,328

    Artini said:

    Testing animating Aiko 3 in Unity.
    Please check my video on YouTube:

     

    yes

  • Silent WinterSilent Winter Posts: 3,923

    Artini said:

    Testing animating Aiko 3 in Unity.
    Please check my video on YouTube:

     

    Nice work :) 

  • ArtiniArtini Posts: 10,632

    Thanks a lot, @Ethin and @Silent Winter

    I have discovered, that in Unity almost all figures from Daz 3D works quite well.

     

  • EthinEthin Posts: 1,328

    Breathing life into Terra with AI.

    Original image from 2022.

    AI post-work from 2023.

    And now post-worked image converted to video.

  • Jan_ScrapperJan_Scrapper Posts: 663

    Ethin, these are fantastic!  I love the animation...I love Aiko3.  You make her so lovely!!!

  • ArtiniArtini Posts: 10,632

    Agree, great looking characters of Aiko 3.

     

  • EthinEthin Posts: 1,328

    Jan_Scrapper said:

    Ethin, these are fantastic!  I love the animation...I love Aiko3.  You make her so lovely!!!

    Thank you so much!

    I might try this with some of my other images in the future. 

  • EthinEthin Posts: 1,328

    Artini said:

    Agree, great looking characters of Aiko 3.

     

    Thank you!smiley 

  • EthinEthin Posts: 1,328
    edited March 27

    Aiko 3 = Best Girl!

    And I'm back after some... recalibrating?!

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  • mdingmding Posts: 1,764

    Wow, beautiful!

  • richardandtracyrichardandtracy Posts: 7,617

    That's really great, Ethin. She doesn't look like she's based on a figure first released in 2004, not at all. You've done a spectacular job.

    Regards

    Richard

  • omvendtomvendt Posts: 152

    Not exactly photoreal, but if the story is good, that is not important. How much faster do  they render than G9?

  • EthinEthin Posts: 1,328

    richardandtracy said:

    That's really great, Ethin. She doesn't look like she's based on a figure first released in 2004, not at all. You've done a spectacular job.

    Regards

    Richard

    Thanks!heart 

  • EthinEthin Posts: 1,328

    omvendt said:

    Not exactly photoreal, but if the story is good, that is not important. How much faster do  they render than G9?

    The figure itself — Aiko 3 and Hiro 3 — is much lighter than something like Genesis 9, so the raw mesh is definitely easier on the system.

    That said, render time depends more on the renderer and scene setup than the figure itself.

    When rendering with 3Delight, which is what I use, scenes with Aiko 3 can be pretty efficient because the figure is low-poly compared to modern Genesis figures. But things like ray-traced shadows, hair with transparency maps, plants, and scene complexity can still push renders into the 1–2 hour range.

    Modern Genesis figures are usually rendered in Iray, which behaves very differently. Iray can render faster, if the scene fits in your GPU's memory.

    So in practice it’s not always a simple “this figure renders faster than that one” comparison — the renderer and scene setup matter more than the base figure.

     

     

  • EthinEthin Posts: 1,328

    Yeah, Aiko 3 is actually a lot more capable than people might expect. With modern textures and a bit of morph work she can still hold up surprisingly well.

    I've sometimes wondered what would happen if someone took the original mesh and gave it a full modernization pass — updated UVs, higher-resolution morph detail, and weight-map rigging — while keeping compatibility with all the old content.

    There’s so much content for Aiko 3 that it would be interesting to see what the figure could do if someone pushed it a bit further.

  • richardandtracyrichardandtracy Posts: 7,617
    Well.. weight map rigging.. you can do it with relative ease so long as you don't update/improve the joint weight maps. That's where the hard graft comes in. Updated uv's is getting rather difficult. Almost need to use TritiumCG's G8F morph that is similar to A3. Regards, Richard.
  • EthinEthin Posts: 1,328

    richardandtracy said:

    Well.. weight map rigging.. you can do it with relative ease so long as you don't update/improve the joint weight maps. That's where the hard graft comes in. Updated uv's is getting rather difficult. Almost need to use TritiumCG's G8F morph that is similar to A3. Regards, Richard.

    True, I could just convert her to weight-mapped rigging, but customizing the weight maps, even if just in a few critical locations, is bound to be an improvement over a straight conversion.

     

    Yeah TritiumCG's A3 morph for Genesis 8 is good, but for me the issue with moving to Genesis isn’t really just about the shape of the figure.

    After about 20 years of working with Aiko 3, I understand how that mesh behaves and how far I can push the shape without breaking it while still keeping the characters believable. Because of that familiarity I can usually get the results I want pretty quickly.

    When I try to work with Genesis 8, I tend to end up fighting the mesh instead of shaping it. Even after dialing morphs for a long time, the characters never quite feel like mine.

    So switching figures for me wouldn’t really be an upgrade. It would mean rebuilding a lot of that understanding from scratch, and probably building a whole new library of custom morphs to support the kind of characters I make.

    That’s why I’ve occasionally thought about modernizing Aiko 3 instead. It’s not nostalgia — it’s just that I already know how to get the shapes and character I want from that mesh.

     

  • richardandtracyrichardandtracy Posts: 7,617
    Understood. I'm in pretty much the same position, wanting Gen3 to be improved rather than scrapped, but who can do it? I suspect the pool of those who are likely to try might now be only two - you & me. And I wish it was something I was familiar with, but at the moment I'm almost totally ignorant. At some point I am going to start experimenting, but there are limits to the time I have available to play with DS, which is a shame. Regards, Richard.
  • EthinEthin Posts: 1,328

    richardandtracy said:

    Understood. I'm in pretty much the same position, wanting Gen3 to be improved rather than scrapped, but who can do it? I suspect the pool of those who are likely to try might now be only two - you & me. And I wish it was something I was familiar with, but at the moment I'm almost totally ignorant. At some point I am going to start experimenting, but there are limits to the time I have available to play with DS, which is a shame. Regards, Richard.

    By talking about it publicly here, we’re at least planting the idea. Who knows—maybe it’ll attract others who are interested or have experience, and we can see where it goes. I have experience in a few of the areas needed, but I only know enough to know that I don’t currently know enough to do it myself.

    It might also be helpful to figure out which newer technologies we’d want to add and check if they’re actually compatible with the older figures. We already know that weight mapping and auto-fit will work.

  • richardandtracyrichardandtracy Posts: 7,617
    edited March 30

    These are the things I think would be useful:

    1. Weight mapping. This works.
    2. Autofit. This works.
    3. Creating morphs from existing character shapes is a pain with a weight mapped character if you're going to make it work like a standard character morph, but it's possible. A script might make this easier. I will have to learn how to script this.
    4. Apply Poser Material Poses: Will probably have to make a script as really will only want to apply the textures to Iray materials now 3DLight is on the extinct list. I will have to learn how to script this.
    5. Autofit clothing templates would be very useful for new clothing to get things like dress rigging close to right on loading. Need knowledge.
    6. Improving the character weight maps. Need knowledge.
    7. Do controls for the hands and other body parts (like 'L Hand Spread', 'L Hand Grip' etc) These work, but take time - done a few on my TriAx GV3.
    8. Create additional bones for rigging the face and eyelids. Need knowledge. 

    Actually, it's pretty much everything that goes into creating a figure from scratch except creating the mesh. I have bought Blondie999's Rigging tutorial ,  Advanced Rigging Tutorial and Rigidity Grouping and Mapping in DS4.5+ and read them a couple of times but haven't got as far doing much of what is in there - however, it's one of the things that made me think about trying to TriAx GV3 myself. I do know the tutorials are based around an early version of DS4, so may not be 100% applicable now (or there may be easier ways of doing it), however I think most of it works the same.

    Regards,

    Richard

    Post edited by richardandtracy on
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