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Celebrity Look-a-Likes for 3D figures Part 2
I'm not into all the female celebrity morphs. I get more excited when I find a morph that reminds me of a male (i.e. Callan reminds me of Seb Stan) but then, most of my art involves men instead of all the sexy ladies gracing the screens of today. I always nab the guys when I see them, no exception. Especially when they're really good (yes, I'm looking at you Sitric/Peter Dinklage, Willis/Norman Reedus, Dylan/Sean Bean, Asher/Keanu Reeves, and a couple of others reminding me of the Rock, Kit Harrington, Oded Fehr, Vin D, and Ian Somerhalder.)
So, AW's Chloe - Genesis 3 only?Has anyone run Chloe through morph transfer to G8F? If so, how are the joint deformations when posed? Could you post some pics? Thanks!
Answering my own question - it tranfers over fine. Identical to G3F in appearance and deformations.
What did you use? I tried Riversoft's G3F to G8F converter, only to discover it no longer works
. (I tried launching the male version to see if it was just me, but that wouldn't launch either.) SickleYield has a good tutorial...
Haha love the name of the character: Summer Camp Killer...Thanks a lot for that. I actually think the second one looks good, although I would likely reduce the body percentage a bit more than 55% to reduce those very long arms, and strange looking shoulders.
I agree. The arms are very exaggerated and don't fit most standard poses, but I didn't want to tweak this too far from the original design or risk losing all the character. The face lost some defining shape at lower percentages, so I was more trying to give more of an idea of what it looks like with a more standard texture while keeping the morph.
Looking at the available files, then unfortunately it does not seem to have a separate head and body morph, although I could use this https://www.daz3d.com/shape-splitter to get round that issue.
So, AW's Chloe - Genesis 3 only?Has anyone run Chloe through morph transfer to G8F? If so, how are the joint deformations when posed? Could you post some pics? Thanks!
Answering my own question - it tranfers over fine. Identical to G3F in appearance and deformations.
What did you use? I tried Riversoft's G3F to G8F converter, only to discover it no longer works
. (I tried launching the male version to see if it was just me, but that wouldn't launch either.) The Mac FAQQuestion about the Mail app: First: It sometimes seems to quit for no reason. Checking the Disk Utility, everything seems fine. Also scanned it for a virus, and scanned in my ~Library folder. Also fine. I have the Mail app on backup drives.
Question: Is it OK to drag the Mail app from a backup drive onto my main HD? Or, are there parts in the System OS that would not transfer, and would/could this result in problems?
As long as you make a backup of your current version (in case ypou need to put it back) then you should be able to replace it.
Have you concidered trying one of the other mail apps available onthe app store, I've found Spark - Email App by Readdle to be quite a good replacement (and best off all its free).
So, AW's Chloe - Genesis 3 only?Has anyone run Chloe through morph transfer to G8F? If so, how are the joint deformations when posed? Could you post some pics? Thanks!
Answering my own question - it tranfers over fine. Identical to G3F in appearance and deformations.
Haha love the name of the character: Summer Camp Killer...Thanks a lot for that. I actually think the second one looks good, although I would likely reduce the body percentage a bit more than 55% to reduce those very long arms, and strange looking shoulders.
I agree. The arms are very exaggerated and don't fit most standard poses, but I didn't want to tweak this too far from the original design or risk losing all the character. The face lost some defining shape at lower percentages, so I was more trying to give more of an idea of what it looks like with a more standard texture while keeping the morph.
Daz3d to Unreal Engine BridgeJust installed it and I have couple of questions
How does it handle the Dual Quaternion skin? I've just installed it in 4.25.3 and it seems it's normal linear skin. I also tried to install the bridge in AlienRenders dq mod but it wont work, because the plugin was compiled for 4.25 i suppose. Btw, it would be really cool to include source code, so people can build it with custom engines.
Also, I'm looking at the skeleton and all joint local axis are world aligned, so the postprocess jcm driver anim blueprint cannot work: if you try to bend the shin or elbow no corrective morph is applied.
EDIT: Also, I'm looking at the roughness and specular channels in UE4 and roughness is all uniform. Is there some parameter to make it work correctly? Just putting specular won't work, that's not how PBR is supposed to work
well as i told in the other post, it don't support DQ, which means any "bend" made in daz not gonna work in unreal in the same way, some poses or animations in unreal will not look "perfect" as it look in daz if they come from DQ, if they are "normal" then they will work, only Corrective morphs will work, you need to have a "DQ" version of unreal to have it working.
about that stuffs with the joints you can ask it to the plugging creator he is the only which can proper answer it.
about the "roughness" issue, it is a "DAZ issue", DAZ PA artists normally don't work with rougness maps(textures), only for some outfits which need a roughness map(and even not all pas), it is handled in daz as a paramenter to configure, then if you don't have a rughness map then the pluging will have that "alternative" way which is the same as daz which is the paramenter, if you want a better controll you must find some "roughness" textures" in some daz products like for exemple "wet" bundle"
https://www.daz3d.com/wet-and-tanned-skins-for-genesis-8-males
which have rougness map and use it, that is one of the issues, daz render is different from unreal render which means daz don't use all the same textures as unreal use, then normally for characters you have only base color, normal and maybe specular, stuffs like roughness or metalical or ambiente occlusion don't have on daz you must create your own "maps" for those stuffs or play with parameters or find in daz some possible replacements.
I use dq-mod version of ue4 but I cannot install the bridge into it, because the bridge is a binary plugin and it was compiled for standard ue4.25. I think there is a workaround, moving daz plugin content into your content folder then disable the plugin. If they would include the source code that wouldn't be a problem.
For the roughness, there are various simple ways to approximate it from specular, I thought the material would do it.
For the rotation axis, if you look the elbow, the bend axis is Y and the X axis is going down to the hand. The elbow morph "pJCM_ForearmFwd" depends on Y rotation. Now if you import it in UE and you look the axis are completely different, so there is no easy way to know how much of the morph to apply. The post process animbp coming with the plugin just cannot work i think.
Haha love the name of the character: Summer Camp Killer...I don't do much horror type renders, so I would appreciate if someone could post a render of this character only dialled about 30% or so, so that he still looks human.
He might make an interesting looking thug type character, the sort of guys that are often seen lurking behind the main baddie.
Of course I would not normally want a character to just use a low percentage of the morph, but for two bucks that is not a major outlay.
I attached 2 pictures of just quick and dirty. The first is simply reducing his morph to 33%. The second one I set his morph to 55% and used Floyd textures instead just to see what a more human version would look like.
Thanks a lot for that. I actually think the second one looks good, although I would likely reduce the body percentage a bit more than 55% to reduce those very long arms, and strange looking shoulders.
Still very much the type of character I had in mind, still human, but not someone you would want to meet in a dark alley at night.
Thanks very much for the renders.
Daz3d to Unreal Engine BridgeJust installed it and I have couple of questions
How does it handle the Dual Quaternion skin? I've just installed it in 4.25.3 and it seems it's normal linear skin. I also tried to install the bridge in AlienRenders dq mod but it wont work, because the plugin was compiled for 4.25 i suppose. Btw, it would be really cool to include source code, so people can build it with custom engines.
Also, I'm looking at the skeleton and all joint local axis are world aligned, so the postprocess jcm driver anim blueprint cannot work: if you try to bend the shin or elbow no corrective morph is applied.
EDIT: Also, I'm looking at the roughness and specular channels in UE4 and roughness is all uniform. Is there some parameter to make it work correctly? Just putting specular won't work, that's not how PBR is supposed to work
well as i told in the other post, it don't support DQ, which means any "bend" made in daz not gonna work in unreal in the same way, some poses or animations in unreal will not look "perfect" as it look in daz if they come from DQ, if they are "normal" then they will work, only Corrective morphs will work, you need to have a "DQ" version of unreal to have it working.
about that stuffs with the joints you can ask it to the plugging creator he is the only which can proper answer it.
about the "roughness" issue, it is a "DAZ issue", DAZ PA artists normally don't work with rougness maps(textures), only for some outfits which need a roughness map(and even not all pas), it is handled in daz as a paramenter to configure, then if you don't have a rughness map then the pluging will have that "alternative" way which is the same as daz which is the paramenter, if you want a better controll you must find some "roughness" textures" in some daz products like for exemple "wet" bundle"
https://www.daz3d.com/wet-and-tanned-skins-for-genesis-8-males
which have rougness map and use it, that is one of the issues, daz render is different from unreal render which means daz don't use all the same textures as unreal use, then normally for characters you have only base color, normal and maybe specular, stuffs like roughness or metalical or ambiente occlusion don't have on daz you must create your own "maps" for those stuffs or play with parameters or find in daz some possible replacements.
a advise for you would be if you have stuffs like substance paint", would be generate your own "textures" using the already existing ones from daz and create the "missing ones", then inside daz in the materials changes the "daz ones" for your created ones, it would help a lot, ofcourse only if you know how to do that.
Haha love the name of the character: Summer Camp Killer...I don't do much horror type renders, so I would appreciate if someone could post a render of this character only dialled about 30% or so, so that he still looks human.
He might make an interesting looking thug type character, the sort of guys that are often seen lurking behind the main baddie.
Of course I would not normally want a character to just use a low percentage of the morph, but for two bucks that is not a major outlay.
I attached 2 pictures of just quick and dirty. The first is simply reducing his morph to 33%. The second one I set his morph to 55% and used Floyd textures instead just to see what a more human version would look like.
Haha love the name of the character: Summer Camp Killer...I don't do much horror type renders, so I would appreciate if someone could post a render of this character only dialled about 30% or so, so that he still looks human.
He might make an interesting looking thug type character, the sort of guys that are often seen lurking behind the main baddie.
Of course I would not normally want a character to just use a low percentage of the morph, but for two bucks that is not a major outlay.
Not a fan of the new product library layoutwas supposed to be an EDIT but oh well so cut out redundent stuff.
Warning- on some products the sales page showed DIM as install type but Install Ready was not populated. We should not be mislead in our purchases. Added 2screenshots. I always download manually, yet also use DIM to download and install. A few days ago the 20th, not sure, DIM opened with nothing in it and that was blamed on the server and quickly fixed. Was that a sneak peak at the future of DIM? I often use DIM to transfer purchases to my offline machine (2080ti system) and I know others do the same. I highly recommend everyone create a restore point prior to opening DIM.
Question for DAZ: Does this mean DIM would remove this item and switch it to connect only via an update?
The detail page (with a date and an invoice number) is how most of us keep track of purchases, and identify a duplicate buy refund or use it regarding the 30 day lower price match guarantee, or is that disappearing too?
Not a fan of the new product library layoutIf it were up to me, not only would I put it back to how it used to be, I would add more info. Info such as "Updated on 2/2/2020" and what was fixed. That's just me though, a manual installer, and DIY fixer whenever possible lol.
Update info will more likely be in the readme. But adding a link to the readme in product library would definitely be useful.
I suspect they don't add links to the readme's anywhere because a lot of products don't have any.
BTW, there seem to be a bug in the readme section - often when I click on a readme link I first get a "placeholder" page, I have to click one or more times again to get the actual page.
I screenshoot every product detail page I own and my product library is 232 pages. I encounter the notice above that you show, last night. Yesterday, I downloaded 16 items (3 of which were large bundles) and questioned it's poor functionality. The product page reminded me of a minimilistic cell phone test app. If DAZ is hot on this new look, at least retain the details by having a Details Button that expands to reveal the invoice number sku and date purchased etc. That way we can screen shoot with or without such depending on the purpose. God knows support will go insane during peak sales if we send a product screen shot like the ones I took last night - useless.
I noticed the Central option only appears to be on cherry picked products. Not all new releases have Daz Install eliminated as a choice but some much older ones do. For anyone wanting a quick look at the difference here a shot. The details are ususally redundent of what is on the catelogue/sales page and why have the server populate them twice? But at least populate the fields as columns for ipad/notebook/labtopdesktop users via some css media calls.
Does anyone using Daz Central have export to CVS capabilities? OOPs lol. Maybe that's a bad question to ask because when I did a gateway error hit me.
EDIT: Warning- on some products the sales page showed DIM as install type but Install Ready was not populated. I will add a fifth pic to show sample in a second or three. I always download manually, yet also use DIM to download and install. A few days ago the 20th, not sure, DIM opened with nothing in it and that was blamed on the server and quickly fixed. Was that a snaeak peak at the future of DIM? I often use DIM to transfer purchases to my offline machine (2080ti system) and I know others do the same. I highly recommend everyone create a restore point prior to opening DIM.
Daz3d to Unreal Engine BridgeJust installed it and I have couple of questions
How does it handle the Dual Quaternion skin? I've just installed it in 4.25.3 and it seems it's normal linear skin. I also tried to install the bridge in AlienRenders dq mod but it wont work, because the plugin was compiled for 4.25 i suppose. Btw, it would be really cool to include source code, so people can build it with custom engines.
Also, I'm looking at the skeleton and all joint local axis are world aligned, so the postprocess jcm driver anim blueprint cannot work: if you try to bend the shin or elbow no corrective morph is applied.
EDIT: Also, I'm looking at the roughness and specular channels in UE4 and roughness is all uniform. Is there some parameter to make it work correctly? Just putting specular won't work, that's not how PBR is supposed to work
So, AW's Chloe - Genesis 3 only?Has anyone run Chloe through morph transfer to G8F? If so, how are the joint deformations when posed? Could you post some pics? Thanks!
Diffeo Plug-In Question Re: ClothingThere are no morphs relating to the shape of the character though.
Because they are baked in the dbz. But you can import them as custom morphs. Beware that if the body morphs change the figure too much then the bones will not fit anymore, so there's a limit on what you can do. That's why the body morphs are usually baked together with the bones shape. Typical fat and slim morphs work fine as custom morphs.
1) import a base figure, without morphs applied
2) import any body morph you like as custom morph
Yes I realise that; I was pointing it out.
Kind of getting fed up with products on Daz.personally I am so disappointed by the little control they have over the clothes that I hardly buy any more on daz, the seller who for me has the best quality clothes is nirvy who sells on renderosity, obviously I don't know them all but for me and in general the quickest way to get the desired morph or the best way to correct a default is to export as an obj the clothes, create my morph in blender, then reimport it in daz, it is in the end much faster than looking for the appropriate sliders to get the desired morph.
I am glad I am not the only one seeing such lack of quality control in some products... Bearing in mind some of these said products is just 1 single outfit for a hefty 20-30 dollor price tag. This outfit should at least be optimized to a good standard for crying out loud.
Daz3d to Unreal Engine BridgeI don't know anything about Unreal. Does it have a cloth sim? If so, will it work with DAZ clothing? Are the morphs adjustable in Unreal? Does the Bridge transfer Geografts? Can you pose characters? Does it have an animation timeline with keyframes?
well ok let's try
1 - yes it support xloth simulation, it have it's own "cloth symulation system", you can look for a "minitutorial" which i've made on how to work with unreal cloth simulation the a using daz content in unreal big thread, it have some "tutorials" to help you.
2 - it work with any daz cloth, but it don't "enable the dforce", dforce only run in daz and also in case you ask, others "dforce stuffs rater than cloth can't be exported or don't work on unreal, things like dforce hair or fur don't work on unreal and even can't be exported, you get a error message, they are exclusive for daz
3 - i believe it will transfer the "geographic however again since the "geographic is a "daz" feature in don't proper work in unreal, it will be exported as a "non rigged" stuff, like for exemple a geographic outfit, it will be exported with the character but it will loaded as a "non rigged" stuff with the character which means it not "move or pose with the character, it will transfered as a "objt", well at last this is how used to work with me in the past, maybe in the future if the pluging creator find a way to make it "prper work then maybe we can get the "right stuffs.
4 you can pose you character in unreal but i feel would much better precise and accurace you export your own poses aswell since it can be a little troublesome to proper setup poses since it don't have a proper rig control (you have a free rig control for unreal plugging in epic marke but you must learn how to "add and use it with the tutorials.
5 - basically the same as the 4 you can animate it but you would need to use the control rig otherwise would be very troublesome animate the character without any tool and just moving the bones, also like the 4 you can export yout own animations from daz to use in unreal or you can "retarget others animations" from others type of characters or programs and use it on the daz charracters;
A important note while the pluugging do export all the basic corrective morphs and create a proper post processor animation controler for the joints, some poses or animations can still not "look good" in unreal as they look in daz since unreal don't have support for dual quartenion, then some poses or animations can have some small weird results if you try to anime in the same way as you did on daz, to have the dual quartenion you have to look at the thread talking about it and learn how to insteal the "dual version" of unreal and work on that.
so far all characters are exported only at sub level 1 no "high resolution", models, you can "fix it" by baking the "high poly model" into a normal map and using the "baked" normal map, it work perfect and make the character look almost the same as it looks in daz at high resolution.
Another note while unreal can support many high poly stuffs( at last the 4.25) it still limited, then i can't recomend you use stuffs like "fibermesh" or strands hair i means really high poly haris or outfits, it could have a chance to not load or work really heavy in the engine, then let's say some hairs near 1 million polygons (like 500 or 600k+) i don't recomend to load or load a character with too much heavy stuffs, like a character with a 500k, hair + 200k eyebrows + 300k beard + let's say 300 or 400k in the outfit, then forget it have a huge chance of unreal don't load the characater or load but it will be really heavy for it. then becarefull when playing with, if you want to really load insane stuffs wait for the incoming unreal 5 which it will allow to load high poly stuffs into the unreal, but currently i would advise you to keep your characters if its for render, to be around 300 to 500k total of vertices, if for game then around 30 to max of 120 to 130k verrices.
i'm not saying which it can't handle "billions or millions of polygons, it can handle but one thing is you load "hunderds or millions of stuffs "low poly" to reach the millions or billions another is load a single stuff with millions or billions, then pay attention to those details and everytthing wil be fine.
Daz3d to Unreal Engine BridgeI don't know anything about Unreal. Does it have a cloth sim? If so, will it work with DAZ clothing? Are the morphs adjustable in Unreal? Does the Bridge transfer Geografts? Can you pose characters? Does it have an animation timeline with keyframes?
yes,yes, think so I myself don't usually export morph rules, not tried the new bridge yet but watching this thread, yes, yes









