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Daz 3D Forums > Search
  • Genesis 9 delayed until at least 2020. Will you be buying it?

    I will purchase it only if G9 male is a standalone morph of Female.

    I mean the morphs work on both like Genesis 1 in order to be able to use HD female cyborg details with any male characters. No Male-to-Female conversion required.

    Interestingly Rendo tried exactly that with L'Homme, before quickly abandoning the idea and making him his own figure. I am not sure of all the reasons for this, but I think there was some that felt he did not look very masculine.

    By

    Havos Havos June 2020 in The Commons
  • Genesis 9 delayed until at least 2020. Will you be buying it?

    I will purchase it only if G9 male is a standalone morph of Female.

    I mean the morphs work on both like Genesis 1 in order to be able to use HD female cyborg details with any male characters. No Male-to-Female conversion required.

    with Creature morph .

    it will be epic .

    By

    The RED Crown The RED Crown June 2020 in The Commons
  • Is it possible to transform M4 Base into a G8 character?

    @Catherine3678ab I am so terribly confused now... so I studied and performed the Legacy UV product you had suggested... after attaching the M4 skin (saved material preset that I had to create) to a G8 base, the G8 character now looks 99.9% like M4....!??? (see the attached images... on the right is the M4-G8 and on the left is the original M4)

    Why didn't it take any character conversion or converter tool to make this happen? (I was expecting the outcome to be a G8-looking character with M4 skin)
    If this was achieved simply by using UV Legacy, then what purpose does a character conversion script serve?

    Morph conversion will convert the shape too. If you look closely, the face shape is rather different, you only have the texture.

    By

    Leana Leana June 2020 in New Users
  • Use Genesis 8 morphs on genesis 3
    Thanks, but I only want to convert a morph, not a character.

    A character is just a combination of morphs. You can always save a preset applying only one morph and convert that.

    By

    Leana Leana June 2020 in Technical Help (nuts n bolts)
  • Use Genesis 8 morphs on genesis 3
    Thanks, but I only want to convert a morph, not a character.

    By

    M_Findt M_Findt June 2020 in Technical Help (nuts n bolts)
  • Genesis 9 delayed until at least 2020. Will you be buying it?

    I will purchase it only if G9 male is a standalone morph of Female.

    I mean the morphs work on both like Genesis 1 in order to be able to use HD female cyborg details with any male characters. No Male-to-Female conversion required.

    By

    Noah LGP Noah LGP June 2020 in The Commons
  • Quickly finding morphs that are not set at zero

    And how do you find a mystery morph that gets automatically applied to genesis8 when the default figure loads in? I have that issue right now and I can't find the morph that is applied... How do you selecy "show hidden"? I don't see that option...

    By

    gibrril_fa945a6cee gibrril_fa945a6cee June 2020 in The Commons
  • Best way to build custom characters

    Hello daz users,

    I am a newbie here, so take it easy...

    I am exploring daz studio, and the genesis character is really awesome.
    After seeing the products in the stores i am wondering what is the best way to create new characters.

    Looking at the tutorials i see the options to use Maya or other 3d tools to create morphs, but i think a lot of different faces can be build with morph packages inside daz studio.

    What is the most used option that content creators use to build their own character?

    Morphing inside daz with sliders?
    Or using external programs?

    The thing i have in mind is a human character, not a fantasy figure.

    Thanks,
    Patrick

    A lot of Pa's use Zbrush for custom sculptured characters & some use Marvelous Designer for clothing content creation.  Both software apps are not free though . If you can figure out the Blender's UI, I heard its pretty good for character creation as well. using a sculpting software other than Daz is the best way to avoid mixing in other folks morphs with your own and there for violating the EULA.

     I have a lot of custom morphed characters i have done but i can't even give them away because they may have shared morphs by other Pa's.    Daz PASS looks at those morphs packages pretty closely that have been submitted for sale.

    By

    Ivy Ivy June 2020 in The Commons
  • *Released dforce Sea Salt* Commercial

    Collection of comments...


    @ "Each hair is different and has it's own limitations."
    EXACTLY THIS. Can you imagine if you buy 5 hairs from 4 vendors and every one behaves diffently and on top you're a stupid n00b like me?
    It takes SO much time to figure out what works and what doesn't for a particular hair.
    If there was a simple readme for each one (oh how I wish) that said 10 things like
    "with this particular hair, don't use dynamics in timelines, that way lies trouble"
    this would be SO helpful.

    Note: if you're dreading the 'publishing process'; if you send me a raw text dump I'll structure, format, layout and PDF it for you.
    That stuff is easy peasy IF you know how. I do.

    @ "For that particular image you are doing.. here's what I would do:"
    Thanks a lot for helping out!
    Actually I did those things already but my particular scene is difficult.
    One hard challenge of posing a lying figure is "hair must never initially intersect with the ground".
    Wish all hairs had a morph for "just lift it all up, higher, higher, dForce will take care of it"

    @ myself

    Forgot in my last post: "I like this hair and would buy again".
    For *my particular style* (I don't use dForce for the standard upright still poses - it's only worth the effort in funky poses IMO)
    Salty is a bit like MRL long hair: difficult to master, heavy on resources, but it can do unique cool things.
    It has the potential to look really good if you stroke it just right.

    @ "bald spot"
    chevybabe already pointed it out; this looks very much like the figure head is pushing through the scalp (cap).
    The hair itself cannot cover this, focus on the scalp. Try right click; select "dforce Sea Salt: head"
    (or select manually from Scene tab); then play with Properties>Scale and/or translate Z.

    See attached screenshot.
    (I assume your figure has some morphs on the head shape)

    @ "G3...G8...Lost&Found"
    Thank you!! I had the same issue, accepted it, grumbling.
    Now I found it in Lost and Found, together with 30 other items.
    Never looked there, no idea what causes this, no idea what fixes it.

    @ "side shot" "don't like the bump"
    I noticed that bump, too, and didn't like it. The issue I think is not there's too much crown,
    but that the crown has too much hairspray and will not bend out of shape while the rest does.
    With "Local constraint stiffness 0.5" for everything it looks ok; see attached render (completely out of the box, just stiffness 0.5).
    Note: I've played with this hair for hours but don't know which hairgroup the crown is.
    Again, yay for documentation. Linday shows the groups in a PDF and attention to detail like this makes me want to buy more from a vendor.
    Also, you educating us in this thread puts you on my "good stuff, buy without second thoughts" list. Thanks.

    By

    cajhin cajhin June 2020 in The Commons
  • problem with installing content with DIM...

    Okay, I am stupid...
    I forgot to check the amount of space I had on that drive... I was low on space so things like pose sets and morph sets were loading no problem because they are small, but anything with a texture set was failing (which was most of the stuff I was reinstalling in the first place) So yeah...
    Thanks for the suggestions on what to look for though, I appreciate the time you took to try to help me out.

    By

    Malandar Malandar June 2020 in The Commons
  • Best way to build custom characters

    Quite often you'll see that a commercial character morph will have a custom sculpted head (usually in ZBrush) and a dial-spun body. Typically the store page (any store) will come right out and tell you that it requires a given base morph (Victoria 8) or a specific morph package (the base head and/or body morphs for that generation of figure, usually) to get the same results. Quite often, for child characters there will be a stated need for something like Zev0's Growing Up morphs.

    Back before the Genesis series launched if it sais you needed V4, it really meant it, because generation 4 female *was* V4. Aiko, Stephanie and The Girl were all morphs of V4.

    With Genesis, each generation has its own base and *all* the morphs, including the Victoria for that generation, are basically add-ons. And *all* the dial-spins and add-ons are *optional*. The figure will typically work without any of them, although any custom sculpts will be automatically applied by loading the character.

    Like in the Margot example. The body and head shapes are different. but I suspect the facial features are from a custom sculpt and have been applied with the character.

    Of course, when you load a commercial character morph, any of the required morphs which you have installed are going to be applied automatically too. You might get an error notice if you're missing one, but just click on that to make it go away. It's fine. Once your character is loaded, then you will probably want to select it and go check the "Currently Used' tab and dial out all of the morphs which came in with it to see what it looks like on the Genesis base.

    And then you start doing your own dial-spins and build your own character to order. You can modify the custom sculpt with dial-spins as well.

    Everybody has their own preferred method of working. I do a lot of illustrations using dial-spun characters so I just save a dressed "finished" (they often get further modified or re-dressed in use) as a scene file in a library of characters, and merge them into whatever illustration scene I'm building later.

    By

    JOdel JOdel June 2020 in The Commons
  • Morphs exaggerated on Character Presets and Actors

    I was using the regular viewport to render, not a camera.  The exaggeration appears on other characters too, and angles have no effect.  Even outside the render, the view in the regular viewport appears to exxagerate lip size.  It has nothing to do with the camera or render.  On some other characters whose default morphs have different lip shapes (corners pointing down for example), some load with their mouth slightly open, though that is not their default morph in all the thumbnails, unless certain parameters were amplified.  The morphs are legitimately messed up, not the focal length.

    While your later comments suggest FenixPhoenix is on the right track, you are always lookingtrhough a camera or a view and, unless it's one of the orthogonal views (front, top etc.) then it has a focal length - and would be expected to affect everything.

    By

    Richard Haseltine Richard Haseltine June 2020 in Technical Help (nuts n bolts)
  • Exporting bought Daz character.
    The file highlighted on your screen shot is for adding genital hair, that genital hair says "M4" on it. To apply it, as Richard said, you'd need to apply /load the M4 genital morph to the figure.

    By

    KA1 KA1 June 2020 in New Users
  • Superheroes Rebooted - Renders Assemble

    it's a badge /symbol / logo prop made by Mightymite ( Renderosity ) for G3M..

     

    I have that and there should be a morph adjustment to move it closer to the chest. 

    By

    BrianP21361 BrianP21361 June 2020 in The Commons
  • FAO 3DUniverse - would like toon ambulance and toon German shepherd

    Would you consider adding a matte and morph for the Toon Van for a Toon Ambulance?

    Also would you please consider doing a toon German shepherd (that uses DAZ Dog 8)? I want to create more public safety "toony" images.  

    Thank you in advance

     

    Debbie

     

     

    By

    Debbie911 Debbie911 June 2020 in Product Suggestions
  • Daz3d to Blender Workflow

    I uploaded this image in another thread; I was trying to work-round not being able to transfer strand-based hair into Blender - because my attempts are most miss and not hit frown.

    Set up the character in Studio; Simtenaro Randomizer; Virginia Textures, which (like all textures), I tweak.

    Apply the desired pose,

    https://www.daz3d.com/dforce-soft-curls-for-genesis-8-and-genesis-3-females

    https://www.daz3d.com/virginia-hd-for-genesis-8-female

    https://www.daz3d.com/simtenero-randomizer2

    I'm sure everyone recognises the Bikini, it seems to be featured in just about every product released. Looks good and great for showing off skin textures (and blender materials).

    I simmed the hair before exporting as an object in the required pose (I don't believe this would work for animations - too much geometry); if the hair isn't showing, which it doesn't for PhilW's hairs, then make them visible first; I also export the hair and any scalp objects separately.

    Import into Blender. It should be in the position required.

    Go into edit mode, and select all the hair; E to extrude. X, and when the wheel has stopped spinning enter something like: 0.00015, then enter. This might be too wide, but it can be adjusted before hitting enter.

    Create a vertex group and add the selected verts to it; just incase.

    Add a shader to the hair; A strand one will work, but wont look quite right. This one I did worked on two different hairs with some tweaks.

    The skin, cloth, beads and hair are my own materials. I'm happy to share if anyone interested. The cloth is meant to reflect how real cloth behaves; the best way of seeing that in real life, is to look at velvet, and how it behaves, and how the light changes as it curves and bends; it's an exagerated reaction to how other cloths behave. Light both scatters and transmits in cloth - and simply passes through - and then potentially reflects back.

    Have you tried converting it to a curve (i dont know what the shortcut is I just do search "convert") and then adding some geometry in the curve options? I find that method works better for me. Also there are tools that can convert the edges to hair: HairNet should, but its very fiddly HairTool definitely does but its not free.

    Yeh, couldn't get it too.

    haha; i forgot to check and the curve panel had appeared, so it did convert. Haven't used curves since model the car (and others) in my profile. Thanks for that.

    By

    nicstt nicstt June 2020 in Blender Discussion
  • Best way to build custom characters

    I try to make a custom Full body morph for Genesis 2 in an external program. Works niceley , G2F has a new shape. How to make sure, conforming figures follow my new G2F bodyshape?

    If the changes are great enough, then you'll quite possibly need to add corrected morphs for certain shapes and poses. Many changes don't need that - as long as you're adjusting the rigging to shape and erc freezing.

    dial in your morph, find some fairly extreme poses: Sitting, Lieing, Twisting about: check careful once the poses are applied that fingers and toes and face features behave as expected.

    By

    nicstt nicstt June 2020 in The Commons
  • Look at my Hair (LAMH) Official Thread: update 1.6.0.2 released


    Thought there might be some interest in recent efforts from the Acme Lab.

    Disclaimer of sorts, this is an FBX export from Daz, then seriously re-worked in Lightwave 2019. But I've a workflow now that's hours, not days. I've no idea how I'd do this in DS in fact.

    Also, this is just first look draft rez preview GIF, 3 key-frame pose sampler to see if the fur is following correctly. It 'tis!

    Still have to track town a couple errant points missing a wt. map assignments it seems, but should be straight forward fix.  Famous last words, I know.

    Poses from DS are easily, quickly exported and can be stored in a library with Lightwave, & easily imported at any desired frame.  I'm Importing morphs as well for the base figure, but haven't figured out transfer to the hair yet. The Fox's mouth opening is a morph not bones unfortunately. I might change that later.

    In short, I've finally a workflow to take LAMH characters with fur, out of DS where I can now actually animate them.  Dynamics such as wind, etc. to come shortly I hope.

    In DS with "normal" hair items, morphs can be exported. Not so with LAMH hair unfortunately.  Fur responds to Bone deformations if wt mapped, but not to morphs unless implicitly exported. In fact the objects aren't even exported with weight mapping which has been the major barricade. Found a way around that.  ;)

    In the creation of Fiber Hair, LAMH creates some OBJ files.  As it turns out, those behave differently than the Hair layers made that end up in the DS scene.  The DS ones end up as a single object where as the LAMH obj's are actually separate layers, separated by weight map assigment.  More on all or that later, maybe.

    Well, seems the forum doesn't like animated  GIF's so you'll have to use some imagination with a few stills I guess.

     

    By

    Doc Acme Doc Acme June 2020 in The Commons
  • Suggestion: All Hair

    Find your "more volume" morph, click the gear and select 'Parameter settings' uncheck 'Use Limits' and accept. Now you can dial in a negative value for "More Volume"

    Thank you, this is the first step I'm usually going for.
    Most hair don't have a more volume morph, and if they do it inflates the whole hair including the hair cap, which is not helpful.

    By

    Masterstroke Masterstroke June 2020 in Product Suggestions
  • *Released dforce Sea Salt* Commercial

    Would anyone mind showing the hair directly from the side? In the promo shots it looks like the back goes up but I don't see that happening in other people's images. I'm hoping that the back is even with the rest of the head.

    There is a bump.  There is also a morph to shrink it :)

    Simulating the hair will also reduce it and make it look more natural.

     

    Edited. I lied. There is a morph that can make it larger.

    oof, the hair looks amazing but I didn't like the look of bump when it's visible. :(

    Would setting the enlarge morph into the negatives basically elliminate it or would that make it clip and go wonky?

    There is a "Crown Larger" morph and dialling it in at -100% reduces the bump quite a bit:

    Here's the hair before dialling in the "Crown Larger" morph:

    Both of these are of the hair after simulation. If you're not going to simulate the hair you can still use the morph to reduce the bump. However, if you're going to simulate it I highly recommend adding the "Crown Larger" morph only after simulation. Appling it before simulation can cause slight flyaways of some of the hair on top.

    Thank you for the example! It's a really nice hair, but even with the reduction it's bothering me enough that I haven't bought it yet. Hopefully chevybabe's next hair will be even on top, that will be an instant buy from me. :D

    By

    jd641 jd641 June 2020 in The Commons
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