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Celebrity Look-a-Likes for 3D figures Part 4
I believe the consensus is https://www.daz3d.com/babina-8
Cricket said:
Is there an Olivia Munn morph for G8F?
Celebrity Look-a-Likes for 3D figures Part 4Is there an Olivia Munn morph for G8F?
Victoria 4 crashes Daz StudioAlmost certainly a plug-in issue - it loads if I use http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/plugins/plugins_load_config/start to knock out al the additional plug-ins. Now I just need to work out which are guilty, probably soemthing I have added since it last worked (I'd already tried disabling the Yellow and the Premier Shape/Pose Transfer plug-ins without resolving the issue, so not them).
How to question about eyes slantingIf you own some morph products like 200 Plus, EJFM, RFMC, etc. there're lots of morphs of Eyes Slant, Eyes Angle, Eyes Rotate, Eyes Inner / Outer Height / Depression, etc. etc. You can easily tweak your character's eyes ~~
How to question about eyes slantingI noticed when I used Face Transfer, it would make some of my models with slanty eyes. How do I correct the slants to get rid of them?
JCM Neck problemWell, the deformation looks weird to me... have you used any specific PHM related to Head/Neck or sculpted a shape there specifically ? Better find the root cause ~~
Anyway, if they're not the cases, I would suggest you firstly check which Joint > Bend causes the deformation shown in your screenshot ~~ (assuming you're using G8.xF)
- Head only: set pJCMHeadFwd_25 as the 1st stage Controller of the fixing morph that you create.
- Neck Upper only or Neck Lower only : set pJCMNeckFwd_35 as the 1st stage Controller...
- Head + Neck Upper and/or Neck Lower : set pJCMHeadFwd_25 and pJCMNeckFwd_35 as the 1st Stage Controllers
Then set your character's Head Morph as the 2nd Stage Controller in any case... but if there's no dedicated char head morph, just ignore it.Then, IIRC, you sculpt things with ZBrush... If so, GoZ your figure to Zbrush and fix the deformation as usual, e.g. by using Standard / Smooth brushes. GoZ back to DS as a new morph and set up as above-mentioned accordingly in Property Hierarchy.
Test the corrective morph ~~ If [DeltaAdd] with Scalar value(s) doensn't work well, you can flexibly use [Keyed] as ERC Type and define the key value properly.JCM Neck problemI've run across this problem using neck morphs. There are some morphs that I locate by selecting G8/8.1F, opening the Parameters tab, and typing "under" into the search field. They are named something like "Under Jaw Depth" and "Neck Under Height," although you may not have the morph packages that include them. One is 200 Head Morphs and the other, I think, is EmmaAndJordi Head Morphs that is no longer available here, but they have a gumroad store.
JCM Neck problemUnless there's a very specific technical reason not to do so (and there could be), I'd export it to Blender in that pose, fix it up using the sculpt brushes, and then bring it back into Daz Studio using Reverse Deformations.
Once you have that, you can make your new morph part of the JCM.Give Madison some luv - or notchriswilliams132 said:
I used my free bundle coupon on her, I am not wowed but not disappointed. I haven't had time to do much with her but a few cursory renders but I do think these Daz official characters are supposed to be the flagship releases, and it would be nice to see them at least come with the nail, eye, makeup, brow, skin translucency options that are seemingly standard on other characters. E3D Asha for G9 for instance is on sale today, and has a lot more options in the box than Madison. Feels like it should be the other way round? The clothing morph for her chest is great though.
I agree, I think some basic options should be included with the DO characters. At least provide eye and brow colors. I do appreciate the clothing morph included wtih Madison, and I hope to see it incluede with other characters.
Madison isn't my favorite DO character, but I do like her. It might just be my perspective from seeing characters on other sites, but I think she's realistic, even with her large implants (though I have dialed in some adjustment morphs). She brings her own style to my DAZ population.
(SOLVED) Rigid Follow Node - Child flies away when morph dials usedI'm trying to use a rigid follow node to make an eyebrow ring move with a character's facial morphs. I'm using V4 as the figure and a torus as an eyebrow ring. I've attached images that show the selected polygons used for the follower, the follower location in the scene tab with the Torus, and a gif that shows what happens when I adjust an eyebrow morph. As you can see, the torus moves forward and backward far away from the figure when the morph dial is manipulated instead of moving up and down with the eyebrow. I've done this before for nipple and navel piercings and had no problem.
Any hints? I've already tried increasing the number of slected polygons for the follower, but that gave me the same results, and I've also double checked my work against this YouTube tutorial. Thank you.
Update: I am using Daz 4.24.0.3
.Daz Studio 6 Beta - version 6.25.2026.19821! (Updated July 23, 2026)Unsure whether this is a bug or whether others have noticed it, but it's certainly a curious one.
Scene with a character I'm working on that was created in 4.24. Brought it into 2025 Alpha for a look. Made some adjustments - changed clothing, added a newly purchased hair, imported some new lighting, cleaned out some nodes I no longer wanted in my scene graph. Made slight adjustments to the character too, including a small amount of a shape transfer done inside 2025 (Ophelia 7 to Genesis 9). Zero'd the character pose. Ran a dForce sim on the clothing. Moved camera. Saved. Been in and out of 2025 on this scene and changes are all as I saved them.
Merged the scene into a scene I'm working on in 4.24. The persisted:
- The nodes I deleted (are gone)
- The hair and clothes I added
- The dForce similuation on the clothes (I think)
- The new lighting
Things that haven't persisted:
- The camera position
- The zero'd pose
- The shape adjustments (the Ophelia 7 morph is in the parameters, as I would expect, but it has no value)
It's kind of interesting that all the changes have clearly been saved in the file if I load it in 2025, but that not all of them are there in 4.24. Even more interesting is that the zero'd pose must still be in the file and that 4.24 is picking it up.
Looking for a product for Face TransferGive Madison some luv - or notI used my free bundle coupon on her, I am not wowed but not disappointed. I haven't had time to do much with her but a few cursory renders but I do think these Daz official characters are supposed to be the flagship releases, and it would be nice to see them at least come with the nail, eye, makeup, brow, skin translucency options that are seemingly standard on other characters. E3D Asha for G9 for instance is on sale today, and has a lot more options in the box than Madison. Feels like it should be the other way round? The clothing morph for her chest is great though.Looking for a product for Face TransferA few years ago when I got the Face Transfer for Genesis 8, I also bought a program that worked with it by keeping the face from being 'flat'. (Not sure how to explain it but it gave the models a chin, etc.)
For the life of me I can't remember what it's called and I have way too many products on my history list to wade through. I am working a lot now with Genesis 9 and would like to see if there is an equivalent for it.
Any ideas or suggestions?
(Thanks in advance.)
Give Madison some luv - or notrichardandtracy said:
I wonder, does the slider work with characters like HH Bella? Shrink wrapping her chest makes the character practically unusable. I will confess my general appreciation of G9 has meant I've not tried very hard to sort things out, though. Regards, Richard.
A projection morph is specific to a particular shape, both in code (it is the file used when calculating the morph for shpae projection from that morph, instead of the morph itself) and in shape (the projection morph needs to match the overall base morph, adjusted to - usually - push fitted items in a more plausible manner than the base morph would).
SilverGirl's art soupAs background, all the renders I'm doing at the moment are from a story I'm writing (for my own entertainment) set in White Wolf's World of Darkness: Changeling the Dreaming universe. Tabletop RPG, for those not familiar with it. I'm borrowing the bones but also changing some stuff to suit the people and their narrative better, because rules are guidelines and sacrificing the creative spark to be completely beholden to them is banal as heck.
So anyway.
This is Grace. She's a barista. Also a Scathach sidhe, which means that she, like most of her House, is rather awkwardly caught between two worlds: as a general rule, the other sidhe see her as a commoner, and the commoners (by definition, any sort of fae who's not sidhe) see her as a sidhe. And sidhe are the jerks who bugged off to into the Dreaming when things got rough, wouldn't let anyone else through until they'd all got in, and then the doors slammed shut behind them, leaving everyone else trapped in world full of increasingly hostile mortals. And then they showed back up a few centuries later like "oh thanks for holding down the fort, we'll be taking charge again" and that went over about how you'd expect, especially in America, where feudal arrangements aren't held in reverence.
So yeah. There are notable exceptions, and she has friends and chosen-family, but she spends a lot of time solo. And kicking butt, which is the other thing her House is known for.
So... obviously I needed to make the coffee shop where she works. It's a converted Victorian in the Uptown of Minneapolis (Minnesota), and the back rooms are a sanctuary for fae-kind. Grace works the front area and is the freehold's defender. And it was my first kitbash project. I basically bought every coffee shop asset I could find, harvested them for parts, and then started filling in the gaps with other stuff. And then discovered that nothing had the right layout and did that by hand with one of the Collective 3D packs and zero idea what I was doing, so I had to go back and re-do a bunch of parts multiple times.
Learning process, right? Painful, but oh wow I was so proud of myself when I could finally see it looking mostly like what I'd pictured.
And, as the saying goes, the devil's in the details. I'll do a close-up later, but all those syrup bottles on the far left have custom labels because I didn't like the ones they came with. They all say "Groovy Syrup" on them. That was one of my earlier attempts to mess with specific surfaces, and I strutted around like a conquering general for about half a day after I got that section done. It made me feel like maybe, just maybe, I could pull this whole thing off after all.
This is also the scene where I really got into the Power of Shaders and went from "that's complicated technical stuff that's way beyond me" to "wait, you mean I just have to select this thing and click this thing and.... oh. Well, heck, I can do that!"
The apron was a pain and a half, too, but I was pretty jazzed to figure out how to get the shop's logo that I drew onto the thing so it looks all swanky and custom. That was another conquering general strut. As was the sword at her side, which entirely happened because I was complaining on the forums about how I was having issues with swords of the reasonably close geometry being all one material zone and someone was all "oh, hey, you know you can change that, right?" and linked me a couple good videos. (Cue up Jasmine and Aladdin singing "A Whole New World.")
Grace's ears are custom, and the result of a bunch of people being very patient with me and teaching me how to use Mesh Grabber and save morphs. And then troubleshooting with me when I had a meltdown because in the process of doing the first set of ears, I'd somehow also messed up a hand or something, so with them dialed in every time I posed her (or anyone else with that morph) it looked like they'd broken half the bones in their body. I didn't know that was possible. Now I know.
And also there was the issue of the service bell. Do you have any idea how hard it is to find a stinking service bell? I looked through every asset set I could find, sure one was buried in there somewhere, before posting to the forums asking if anyone knew one in a place I'd missed. And @richardandtracy, bless him, just straight up made me one. (Available here, if anyone else would love to share in the awesomeness.)
But anyway, long story even longer, here's a section of my first kitbash. There should probably be someone on the other side of the counter, but when I made it initially I was feeling impatient. I'll probably go back and put somebody in another time, but it's not top of my priority list. .
[Released] Bone Minion for Genesis 8 and 8.1 Poses [Commercial]I opened on my MacMiniM4 Pro with Sequoia 15.5, 64GB, and I opened D|S 4.24.0.3 loaded G9 Base. Found a G8M pose, then from the Bone Menu in Favorites Selected G8Ms Minion to be added to G9 and it was successful. Selected the Bone Minion in the Scene pane, and clicked on the G8M pose, the minion moved into position and D|S crashed a second later. Here is the bit of the log file where the Bone Minion started to crash:
2025-07-25 04:20:47.808 [DEBUG] :: Bone Minion START
2025-07-25 04:20:47.808 [DEBUG] :: Bone Minion is Genesis8Male Genesis 8 Male Bone Minion
2025-07-25 04:20:47.808 [DEBUG] :: Figure is Genesis9
2025-07-25 04:20:47.824 [DEBUG] :: FOUND: /Volumes/Spawns Work/Users/Mary/My DAZ 3D Content/data/RiverSoft Art/Common/Pose Converters/RSG8MPoseConversionConstants.dsa
2025-07-25 04:20:47.915 [DEBUG] :: 0 Genesis 8 Male Bone Minion Genesis 9
2025-07-25 04:20:47.916 [DEBUG] :: Clearing Connections
2025-07-25 04:20:47.929 [DEBUG] :: FOUND: /Volumes/Spawns Work/Users/Mary/My DAZ 3D Content/data/RiverSoft Art/Common/Pose Converters/RSG8MToG9PoseConversion.dse
2025-07-25 04:20:47.929 [DEBUG] :: Loading pose conversion file /Volumes/Spawns Work/Users/Mary/My DAZ 3D Content/data/RiverSoft Art/Common/Pose Converters/RSG8MToG9PoseConversion.dse
2025-07-25 04:20:48.004 [DEBUG] :: Copying pose to parent
2025-07-25 04:20:49.134 [DEBUG] :: Zeroing Unlocked Bones on Bone Minion
2025-07-25 04:20:49.883 [DEBUG] :: Zeroing Pose Properties
2025-07-25 04:20:49.884 [DEBUG] :: BuildBodyPartBones Genesis8Male Figure true
2025-07-25 04:20:49.885 [DEBUG] :: InitBodyParts2021 [object Object] 8
2025-07-25 04:20:49.885 [DEBUG] :: Body Part Information:
2025-07-25 04:20:49.886 [DEBUG] :: bones:
2025-07-25 04:20:49.886 [DEBUG] :: 0: "21"
2025-07-25 04:20:49.887 [DEBUG] :: breakBones:
2025-07-25 04:20:49.887 [DEBUG] :: 0: "0"
2025-07-25 04:20:49.887 [DEBUG] :: recursive: "true"
2025-07-25 04:20:49.888 [DEBUG] :: startWithChildren: "false"
2025-07-25 04:20:49.888 [DEBUG] :: breakWithChildren: "true"
2025-07-25 04:20:49.890 [DEBUG] :: Break Bones: upperTeeth,lowerJaw,upperFaceRig,lEye,rEye,lEar,rEar
2025-07-25 04:20:49.907 [DEBUG] :: END BuildBodyPartBones 93 [object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
2025-07-25 04:20:49.907 [DEBUG] :: Zero Bone Properties Genesis8Male 93
2025-07-25 04:20:49.909 [DEBUG] :: Bone Minion END
2025-07-25 04:20:49.910 [DEBUG] :: FOUND: /Volumes/Spawns Work/Users/Mary/My DAZ 3D Content/data/RiverSoft Art/Common/Bone Minion.dse
2025-07-25 04:20:49.911 [DEBUG] :: Genesis 8 Male Bone Minion Creating callback "/Volumes/Spawns Work/Users/Mary/My DAZ 3D Content/data/RiverSoft Art/Common/Bone Minion.dse - On Bones Change"
2025-07-25 04:20:49.940 [INFO] :: Loaded morph deltas: 0m 0.20s - /data/Daz 3D/Genesis 9/Base/Morphs/PedroFurtadoArts/The Age/PFA THE Age Baby Right Forearm Bending Up Corrective.dsf
2025-07-25 04:20:49.948 [INFO] :: Loaded morph deltas: 0m 0.8s - /data/Daz 3D/Genesis 9/Base/Morphs/PedroFurtadoArts/The Age/PFA THE Age Baby Right Forearm Bending Up Corrective 2.dsf
2025-07-25 04:20:49.953 [INFO] :: Loaded morph deltas: 0m 0.4s - /data/Daz 3D/Genesis 9/Base/Morphs/PedroFurtadoArts/The Age/PFA THE Age Baby Left Forearm Bending Up Corrective.dsf
2025-07-25 04:20:49.962 [INFO] :: Loaded morph deltas: 0m 0.9s - /data/Daz 3D/Genesis 9/Base/Morphs/PedroFurtadoArts/The Age/PFA THE Age Baby Left Forearm Bending Up Corrective 2.dsf
2025-07-25 04:20:49.970 [INFO] :: Loaded morph deltas: 0m 0.8s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Boragia/VYKBoragia_body_cbs_upperarm_y110n_l.dsf
2025-07-25 04:20:49.976 [INFO] :: Loaded morph deltas: 0m 0.5s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Boragia/VYKBoragia_body_cbs_thigh_z90p_l.dsf
2025-07-25 04:20:49.981 [INFO] :: Loaded morph deltas: 0m 0.5s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Boragia/VYKBoragia_body_cbs_upperarm_y110n_r.dsf
2025-07-25 04:20:49.993 [INFO] :: Loaded morph deltas: 0m 0.10s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_index2_z105p_r.dsf
2025-07-25 04:20:49.995 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_pinky2_z105n_l.dsf
2025-07-25 04:20:50.004 [INFO] :: Loaded morph deltas: 0m 0.9s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_z40n_l.dsf
2025-07-25 04:20:50.008 [INFO] :: Loaded morph deltas: 0m 0.3s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_foot_x65p_l.dsf
2025-07-25 04:20:50.009 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_hand_z70p_r.dsf
2025-07-25 04:20:50.010 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_mid1_z95n_l.dsf
2025-07-25 04:20:50.011 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_mid2_z105n_l.dsf
2025-07-25 04:20:50.012 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_index3_z90n_l.dsf
2025-07-25 04:20:50.013 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_y110p_z40p_r.dsf
2025-07-25 04:20:50.014 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thigh_x35p_r.dsf
2025-07-25 04:20:50.015 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_mid3_z90p_r.dsf
2025-07-25 04:20:50.016 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_pinky3_z90p_r.dsf
2025-07-25 04:20:50.017 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_x95n_r.dsf
2025-07-25 04:20:50.018 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_ring2_z105n_l.dsf
2025-07-25 04:20:50.018 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thumb3_y90p_l.dsf
2025-07-25 04:20:50.019 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_pinky1_z95n_l.dsf
2025-07-25 04:20:50.021 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_shoulder_x30n_r.dsf
2025-07-25 04:20:50.022 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_head_x30n.dsf
2025-07-25 04:20:50.023 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_ring3_z90n_l.dsf
2025-07-25 04:20:50.024 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_y110p_r.dsf
2025-07-25 04:20:50.025 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thumb1_y40n_r.dsf
2025-07-25 04:20:50.025 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_index1_z90n_l.dsf
2025-07-25 04:20:50.026 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_ring1_z95p_r.dsf
2025-07-25 04:20:50.027 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thumb1_z20n_r.dsf
2025-07-25 04:20:50.029 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_spine2_x40p.dsf
2025-07-25 04:20:50.030 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_toes_x40p_r.dsf
2025-07-25 04:20:50.034 [INFO] :: Loaded morph deltas: 0m 0.3s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_forearm_y75n_l.dsf
2025-07-25 04:20:50.034 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_mid1_z95p_r.dsf
2025-07-25 04:20:50.035 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_hand_z70n_l.dsf
2025-07-25 04:20:50.037 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_x95n_l.dsf
2025-07-25 04:20:50.038 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_mid3_z90n_l.dsf
2025-07-25 04:20:50.038 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_index3_z90p_r.dsf
2025-07-25 04:20:50.039 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_y110n_z40n_l.dsf
2025-07-25 04:20:50.040 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_mid2_z105p_r.dsf
2025-07-25 04:20:50.041 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_shin_x90p_l.dsf
2025-07-25 04:20:50.042 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_foot_z45n_l.dsf
2025-07-25 04:20:50.043 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_spine3_x35p.dsf
2025-07-25 04:20:50.045 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_spine3_z20p_r.dsf
2025-07-25 04:20:50.046 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_hand_y28n_l.dsf
2025-07-25 04:20:50.047 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_shoulder_z55n_r.dsf
2025-07-25 04:20:50.048 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_toes_x60n_l.dsf
2025-07-25 04:20:50.049 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_z40p_r.dsf
2025-07-25 04:20:50.050 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_pinky2_z105p_r.dsf
2025-07-25 04:20:50.051 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_neck1_y22p_l.dsf
2025-07-25 04:20:50.051 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thumb2_y65p_l.dsf
2025-07-25 04:20:50.061 [INFO] :: Loaded morph deltas: 0m 0.10s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_index2_z105n_l.dsf
2025-07-25 04:20:50.063 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_spine2_z24n_l.dsf
2025-07-25 04:20:50.064 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thumb1_y40p_l.dsf
2025-07-25 04:20:50.065 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_upperarm_y110n_l.dsf
2025-07-25 04:20:50.066 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_ring3_z90p_r.dsf
2025-07-25 04:20:50.067 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_forearm_y75p_r.dsf
2025-07-25 04:20:50.068 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_ring1_z95n_l.dsf
2025-07-25 04:20:50.068 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_index1_z90p_r.dsf
2025-07-25 04:20:50.069 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_foot_x65p_r.dsf
2025-07-25 04:20:50.071 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_spine1_z15n_l.dsf
2025-07-25 04:20:50.071 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_pinky3_z90n_l.dsf
2025-07-25 04:20:50.073 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_shoulder_x30p_l.dsf
2025-07-25 04:20:50.073 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_pinky1_z95p_r.dsf
2025-07-25 04:20:50.075 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thigh_z90p_l.dsf
2025-07-25 04:20:50.076 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_neck1_z40n_l.dsf
2025-07-25 04:20:50.077 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_neck1_x40p.dsf
2025-07-25 04:20:50.078 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_thigh_x35p_l.dsf
2025-07-25 04:20:50.079 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Correctives/body_cbs_ring2_z105p_r.dsf
2025-07-25 04:20:50.285 [INFO] :: Loaded morph deltas: 0m 0.22s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/FACS/facs_bs_EyeLookUpLeft.dsf
2025-07-25 04:20:50.293 [INFO] :: Loaded morph deltas: 0m 0.3s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/FACS/facs_bs_EyeLookInLeft.dsf
2025-07-25 04:20:50.298 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/FACS/facs_bs_EyeLookUpRight.dsf
2025-07-25 04:26:56.647 +++++++++++++++ Daz Studio 4.24.0.3 starting +++++++++++++++++Give Madison some luv - or notrcourtri_789f4b1c6b said:
Riesco said:
Madison feels like a lower-tier release compared to other recent core figures. The morph appears quite basic: almost replicable with just 100% Breast Large and Lip Fullness sliders.
The included textures seem blurry and underspecified for current generation standards, especially when compared to characters like Sylvia 9 or Xiao. Despite Madison's files claiming 8K resolution, detail levels (especially in areas like the nose or hands) look closer to what you'd expect from a 2K or 1K texture.
If you're curious, you might want to compare the diffuse arms texture or head normal maps from Madison vs. Sylvia 9 (or Xiao, Callum, Julian...) to judge for yourself.
If you are churning out a new character this frequently, and a meaningful portion of the active spenders can get the character at extremely low cost through their Premier subscription, what is the incentive to invest a lot of time, money, or any other finite resource on those characters?
As to the 8K thing, I don't see texture quality or useful detail having a one-to-one relationship with resolution as a quantifiable. Not much reason to assume an 8K skin will be four times better than a 2K skin.
Many of the recent females releases have really melded together. Madison looks like a quick head morph combination between Lianna and Lyna, with bigger lips, and a new skin slapped on. The real difference is only in the face with the freckles, which us nice. I think that's the only real value of the model.
I don't yet if the PAs are overoworked, out of ideas, or have just decided to phone in some of these model designs. Maybe more time and resources are being spent on the next generation models, whenever those are released.
Give Madison some luv - or notRiesco said:
Madison feels like a lower-tier release compared to other recent core figures. The morph appears quite basic: almost replicable with just 100% Breast Large and Lip Fullness sliders.
The included textures seem blurry and underspecified for current generation standards, especially when compared to characters like Sylvia 9 or Xiao. Despite Madison's files claiming 8K resolution, detail levels (especially in areas like the nose or hands) look closer to what you'd expect from a 2K or 1K texture.
If you're curious, you might want to compare the diffuse arms texture or head normal maps from Madison vs. Sylvia 9 (or Xiao, Callum, Julian...) to judge for yourself.
If you are churning out a new character this frequently, and a meaningful portion of the active spenders can get the character at extremely low cost through their Premier subscription, what is the incentive to invest a lot of time, money, or any other finite resource on those characters?
As to the 8K thing, I don't see texture quality or useful detail having a one-to-one relationship with resolution as a quantifiable. Not much reason to assume an 8K skin will be four times better than a 2K skin.
Give Madison some luv - or notI would prefer if the plastic surgery lips were a morph option, but I guess they can be morphed thinner too with the DO morph package. She does look nice though.










