-
Toon Generation 4: request to 3DUniverse
Hi 3DUniverse,
Having lots of fun with your Toon Generation 4 characters, however I have a request:
Can you please provide Head neutralisation/removal morphs so that I can mix the heads with other characters (Paige,Amber, Tamara etc). This will allow variation in the characters without the need to morph the faces with individual feature morphs. Normally, characters are sold with separate head and body morphs already, or in the case of Zev0's Growing Up characters, a Head neutralisation dial.
Looking forward to a reply and ... keep up the good work.
Daz to ZbrushYou also can save as obj outta Zbrush and then use MorphTransfer pro or original and import obj and turn into seperate morph...
Stop genesis from loading morphsTheKD,
Yes, two systems.
The old system is old. It has 4 GB of RAM and an Intel Core 2 Quad Q6600. No GPU to speak of.
The new system is really just newer. It too is old. It has 32 GB of RAM and an Intel i7 4790k. It has a GTX 660 TI and an RTX 2070 for GPUs. Above where I mention G3F or G8F, like you, they are 'Base'. I am really surprised, and disappointed, you are experiecing the same issue as I and even worse. I was hoping I had something that was able to be fixed. I still find the massive difference between old and new hard to explain with only morph dials.
Oh, and yes they are both using 4.12. Actually the newer one is using 4.12.1 as I did a fresh install as part of my trouble shooting.
Do you have a lot of morph packages? Is the SubD other than 1? Is it loading with the default MAT? Sorry for the basics but these are all threads I looked at for an explanation and I keep coming back to morphs.
But the two have different content installed?
Stop genesis from loading morphsTheKD,
Yes, two systems.
The old system is old. It has 4 GB of RAM and an Intel Core 2 Quad Q6600. No GPU to speak of.
The new system is really just newer. It too is old. It has 32 GB of RAM and an Intel i7 4790k. It has a GTX 660 TI and an RTX 2070 for GPUs. Above where I mention G3F or G8F, like you, they are 'Base'. I am really surprised, and disappointed, you are experiecing the same issue as I and even worse. I was hoping I had something that was able to be fixed. I still find the massive difference between old and new hard to explain with only morph dials.
Oh, and yes they are both using 4.12. Actually the newer one is using 4.12.1 as I did a fresh install as part of my trouble shooting.
Do you have a lot of morph packages? Is the SubD other than 1? Is it loading with the default MAT? Sorry for the basics but these are all threads I looked at for an explanation and I keep coming back to morphs.
Face Transfer says the following files cannot be foundLooking at the path I'd say those are the textures face transfer creates from the photo you used, which were in the temp folder.
I never used face transfer but there's certainly a step in the process to save those textures in a permanent location and create a preset to apply them instead of the temp version.
Face Transfer says the following files cannot be foundI am looking to purchase Face Transfer, but when using the free version, I get an error.
Let's say I make a figure using FT, then close it. When I try opening the file again, a window pops up and says various files cannot be found. They are all .jpgs and some variant of:
c:/users/username/appdata/roaming/daz 3d/studio4/temp/face transfer/generate/950/g8mbasemouthmapd_1005.jpg
There are 6 total.
Where are these files? I moved everything for Daz in my D: drive. It seems like FT is trying to save things in the C drive. Is there a way to change this? Otherwise it seems I would be unable to use this program. Thanks!
Edit: Looks like it asked me the second time around where to save the files, and now it works.
The Eyes have it: more wierdnessI'm working on a heavily morphed Genesis 8 female head; commercial morphs, Zbrush morphs, scaling etc. Somewhere along the line, the joint geometry of the eyes has got screwed up and now when I use the Side-Side eye morph slider the eyes do literally move sideways instead of just turning to look sideways. (see attached image)
Can anyone suggest/explain how I can reset or readjust the eye geometry so that the Side-Side slider just makes the figure look to the side rather than having the eyes pop out of their sockets?
People who make Daz characters (that look too much like their other characters)to be fair i'm not totally against "the same character over and over", however is really hard to ignore when you look at let's say 10 or 100 characters and you realize they are the "same character" just with a little different skin color or small morph detail like big eye or small eyes or noise or mouth, but in general when you look to the character and all others characters from the same PA is basically the same character "again" and to be fair i'm not against "same body", you can keep using the same body no issue, for me the really important piece is really the face because it's really what normally "stand up" when we are looking at someone then seeying 9999999 characters with the same face over with just a tiny modification is a little frustrating from the customer point of view, is almost like all the characters are "twins" or at last sibilins which looks very alike and hard to not get confuse about who is who.
I really would love if the "creator" would put a little more efforts when sculpting the character like not just "making a little more big eyes or noise or small mouth and call it a "day" and the characters is ready and is a "new character", do a little more effort and just make a little change in a part of the body and call it a day, if you like "soo much that same base face" ok, you don't need go a 180 degree and make a totally new face you can still have the same face but puting a little more efforts to make at last the character don't look like a "clone" of previous character just with a single small change, like change more than a single change in size of a face piece, change 2 or 3, try to make then looks at last like "not so almost perfect twins" and looks like "sibilins" which at last you can still call the sibilins by having some same face features here and there not just a "not perfect clone".
Stop genesis from loading morphsPlease excuse the typos and misspellings. I would note a couple of observations. Both installations are sticky - they retain the 'foot print' in RAM even after the content is deleted. I think the deifference in these results is not trivial. If for instance one was to look at the last iteration, the old system shows an increase of about 500 MB when Dayton is added and an additional 300 MB when Cherry is added. The new system shows an increase of 2.3 GB of RAM when Dayton is added and and additional 1.3 GB when Cherry is added to the same scene.
A couple of asides:
1. There is a marked difference even with Basic DAZ default characters: G3F and G8F
2. For a long time I was seeing V8 slider and Elizabeth slider activated whenever I installed any G8F. I think I have solved this partly - but perhaps not completely given these results - but based on observation there are noticable differences in appearance between DT Cherry on the old system and DT Cherry on the new system. There are what would appear to be morphs appled that do not show as currently used. I reinstalled Elizabeth and V8 and no longer have their sliders activated in all G8F loads but there is a difference in appearance.
3. But then, none of this explains what is going on with the G3F cases. While not as large a difference it is not trivial either.
I do have a lot of morph packages. And they are not all installed on the old system. Are they enough to explain this. Even with 32 GB of RAM, a single G8F character that needs some posing and adjusting, as an example, to use a timeline to fit a garment or hair at these foot prints is not fun. And my results would also suggest that using a basic character for setup is not going to solve the issue.
Thanks again for the response.
People who make Daz characters (that look too much like their other characters)
I agree with @Sevrin it's not a matter of ethics. PAs create stuff and sell them. They didn't promise to sell you a completely new texture or a completely new morph set. They sell you a character pack and every customer decides if they like the character enough to buy them.I don't know if what I'm saying is correctly translated but yes doing real work is part of professional ethics, a salesman who sells a product that is a modification of an existing product and sells it as something new is a breach of ethics
Raiya or Rarestone whom you named might also start from the same texture resource for new characters. In your own words this might be a mere modification. Doesn't mean it's not real work.
At the end all characters are derived from the G8 base. That's made by DAZ. All characters sold are more or less modifications to the G8 base. Whether one PA's work to modify the base is good enough for your money that's up to you to decide.
Help identifying character pleaseI've actually been on the hunt for this as well, I think I figured out the texture, but not sure on the morph. Hoping it's a character morph, and not some random dial spin. Looks like Michelle HD's texture.
Help identifying character pleaseI think I figured out the texture. Michelle HD seems to be what's used there, now if I only knew what morph that was (assuming it's not just a dial spin)
OsoDreamer's FelineFolkThe two products definitely serve different purposes, and they’re both great. OsoDreamer’s comes with fur shaders that use displacement to simulate fur, which can be done independently using Oso Fur Shaders and a couple similar products. If you absolutely NEED real fur...you may be out of luck unless you upgrade. I’m not aware of any full-body hair products (for DS) that don’t use dForce hair. There are ways to keep whatever version you’re currently using and install the current version as well, if that’s what’s holding you back.
Thanks again for the reply!
I backed up 4.10 before I got 4.11 and 4.12 so I have all three versions, I have only made a few tests in the newer ones but in those renders I get less details when using the denoiser and I also get jagged edges, I haven't tested this in a while so I'm not sure but I think I get jagged edges (like in a game without the anti-aliasing on) with both denoiser on and off, and either of thoose things is unaccepable for me. It could perhaps be better with different render settings but if so then I have no idea on what that would be. I have been using Daz for a few years but many things about it is still new and a mystery to me lol. So I could buy the cat and use 4.11 or 4.12 in just scenes with this cat but if it means a lower quality render then it's not worth it, no matter how much I like thoose cat models. I have made a cat Lara before (without fur as I don't have that) with a little bit of a cartoony cat model for g8 https://www.daz3d.com/thistle-for-posey-and-petunia: 
That's awesome, thank you for the tip. I have Osodreamer's bundle and these two:
https://www.daz3d.com/catgirl-megapack-for-genesis-8-female-s
https://www.daz3d.com/cleo-the-cheetah-girl-for-genesis-8-female
Together, they allow me to make some really nice characters, with a little bit of kitbashing, which I enjoy doing. Will the Thistle cartoony character work with just Genesis 8 as a morph? Am I corect to assume that's what you did on your renders? Or do I really need to own Posey and Petunia too?
@Oso3D - Thank you for the wonderful bundle. I would especially like to thank you for the eyes you made there. They allow me to modify Genesis 8 characters to look a lot less humanlike. I used them for my High Elf here: https://www.daz3d.com/gallery/#images/981046/
One thing I do not understand is how to make your felines to be able to wear outfits, without the fur completely poking through. I think I saw some guidelines somewhere around here, but I didn't understand it at all. Still a biit too much "rocket science", taking my lack of such advanced DAZ Studio skills into consideration. I may need a more plain English explanation, if that is possible, please. I would love to be able to dress them up, because they would make absolutely awesome Suthay Khajiit for my fan fiction scenes from the Elder Scrolls universe.
The Thistle character works without Posey and Petunia if you dial in the morph on G8, when I load the character I get two missing files errors: /simplified nose graft/simplified nose graft.dsf and: textures/littlefox/posey/llf-poseyheadgloss.jpg. One of thoose results in a gray box in front of her face as seen in the pick. If I dial in the character and add the ears, tail, textures I only get the lipgloss error. There are morphed cat ears that makes a very handy cat ear morph on hairs so I can dial out the cat ears, the morphed ones. There are also addon cat ears for use when the morphed ones are hidden by hair. I used no ear morph from another morph package to get rid of the ears completly, when using the more cartoony addon ears, as you could see a little bit of the morphed ears, see below, forgot to make a screen of them completly hidden.
The first pick here shows: Thistle character loaded with error, the full body and closeup pick, the third pick shows the character dialed in on g8.

Here I dialed in 65% of Cartoonized, first pick on the top: addon ears, second: the morphed ears. Below: Here I added my fav human skin: Albany. The addon ears can't load Albanys skin of course and doesn't have human textures so I used a cat ear morph from G3 one the first pick.

I hope this helps you see how you can use Thistle without the other two
, Sorry for the very late reply
. Help identifying character pleaseWondering if anyone knows the texture and/or morph used in the Ice Cream Parlor Poses

Any help is greatly appreciated! Thanks!
People who make Daz characters (that look too much like their other characters)All charcters are based on Genesis (1, 2, 3, 8), so are morphs. (I'm ignoring previous to Genesis.)
A huge number of characters are based off merchant resources; that doesn't make them bad. If I like a character, I buy, if I discover that they have the same texture with tweaks, I've been known to return them, but if I like those tweaks I don't usually bother.
My biggest issue is with re-using assets. Adding a mole to a texture isnt a new texture. To qualify as a different character there should be a good deal if change. If not it should be sold as a morph and not a complete character. A few custom characters Ive come across are just dial setting.Not saying they are bad but IMHO just not worth it. If I have one character of some artist you might as well say I have 80% of anything that artist puts out. Im amazed at figures like the goblin, orc, mini godzilla thing (name?) but yawn at girl 12 with a minor change to skin color and a nose morph.There are lots of obviously diverse characters, and many that are more similar and even subtle - as though related. Real people look the same, but for subtle differences - even when unrelated.
It really is simple though: buy what you like, return what you bought if it wasn't what expected.
Yup, thats an easy option. Yet, it would be nice to see artist you like break out a bit instead of sitting inside their box. Ive seen remarkable work here as well as mediocre. Which would you rather have? Id still like to see nice vein maps included with characters.Think of the risk though.
The PA takes all the risk; it isn't just the time invested in the product, but the uncertainty of a product being select, with the potential for delays as changes have to be made - or it just doesn't get accepted at all.
Perhaps if some of these artists, particularly the ones who only "crank out" female characters, made at least one male character, then it would break up this appearance of monotony in their work, just sayin' ;3
I make a lot of my own characters, but never male ones - I'm not as good at it, nor do I enjoy it. I just buy those, as needed.But it also goes to my comment above. Think of the risk, even if there are no pitfalls, with male characters the return is invariably much less. It's like taking a pay cut.
Customers don't want to pay more for male characters to make up for that loss, which I can understand. I can, however, understand that PAs want to maximise their profit.
... Having said that, PAs do occasionally step outside their comfort-zone (or at least their usual area); Mousso as, an example, produced a male character. I wonder how well it sold in proportion to their other characters.
Alawa 8Taoni for Alawa at 50%. I started a thread that mentioned several errors but no one responded so I guess I have to open a ticket. What I wrote:
Getting errors on https://www.daz3d.com/taoni-for-alawa-8 First it couldn't find the nail bump map. Now it is looking for the file data/oso3/blendy/oso blendy/oso blendy.dsf for one of the makeup files. Oso is not a PA on this product and it says nothing about needing that product...
Anyway, I thought her morph was too strong at 100% but like it at 50%. Of course I have to mix it with other morphs now too!

I am so sorry for your issues, I do not frequent the forums at all, but I have responded to your original post and contacted Daz to get the correct files.
Using Daz Models for Videogames - is it worth it?Disclaimer: I've done what research I can, so I know that if I were to use Daz figures I'd need to pay a $50 license for every single model, morph, hair, clothing, or prop I use in the game.
I'm a bit of a newbie to game development and going through tutorials atm. I'm thinking down the line when I want to experiment with NPCs or a third person player character.
I have zero background with 3D modeling and little time or interest to learn on top of Game Development, so looking for any reasonable shortcuts to aspects of game dev I can, specifically character models.
I have a lot of assets from Daz 3D I've used for comic reference, and wondering if paying $500+ in Licenses for what models I have is worth it compared to hiring out somebody to make models for me.
I'm going to start small, use stuff like Make Human and all that, but if I ever get to the point I want to make a game with more unique looking models, I'm wondering if using Daz as a shortcut is worth the $$$ compared to hiring a freelancer (as I have no time to learn the 3D modeling aspect myself).
Appreciate any advice. I've tried to look up games that have used Daz models but almost exclusively just find goofy porn visual novels, so any *actual* 3D games that have used Daz models to look at would be great.ok here my tough:
first you must choose what "game engine you gonna use" if you gonna crate yourself one which based on what you told probably is the "less likely" to do, then we go to option 2 choose a already existing game engine to make your games:
currently we have 3 more "popular" and less costs, which are:
unreal engine - you can make your game "without have to pay anything to use the engine "until the game is ready to sell, then you must pay each 3 months(or quarter) 5% or 10% of all your gains with the game, like if you gained 100 dollars, then 5 or 10 dollar you have to pay to epic each 3 months(just a exemple), this "payment can be avoided if you manage to release your game in the epic game store, then you only need to pay the 12% of the store but any other store you have to pay the "store +plus epic 5 or 10% value for exemple if you place your game in steam, you have to pay a initial feel of 100 buckets to have the game accept, then each 3 months(or each month, don't recall now), you have to pay 30% of all the gains to steam then 5 ro 10 more to epic, which means around 35 to 40% of total gains, this will be diferent for each store.
unity - have 2 ways one which is each month you have to pay i think is 15% or something like that of your total gain and the other way is paying a annual payment, which i don't recall now which make you free to have to pay anything else, then you must choose what you feel is better for you.
GODOT - is totally free, even royalts, all the ask is you to "donate" to the work pretty much like blender.
well for "daz characters" i do feel which unreal is the best option because for "realism, pc and AAA quality games, unreal is the top dog, while for mobile, 2D and less high ending machines or modest games unity is the best, godot could be the "middle ground" or the i don't want to expend any money and want to save much money as i can.
i'm using daz character, well when comes to "cost, what i love in daz compared with others places like "iclone" without any effort is the "price" even "interactive licenses time to time get some discounts, last "end of year" interactive licenses get a 70% discount, then what is matter is more "time" just wait for a proper time where the licenses are getting a discount like 50 or 70% and go for it, also again price is the strongest point of daz compared with others places, maybe unreal market unity market you can find more "deals" with modular characters.
About the license it's only required to buy the license when you are about to "release the game" if you already have tons of models and morphs and others stuffs you can already pretty much start to work now and when ou are nearly close to "release the game to sell" then buy all the licenses or as i told wait for "good sales" like end years sales to get the best discounts possible.
hmm instead of makehuman i would advise you to use adobe fuse cc, it's also free and it allow you to also create characters and it's library is much better for outfits and morphs.
what make for me daz one of the best option is which currently is the only one which allow you to export "morph targets with the character which is very important if you want "allow character customization".
now some important notes, the big issue with "daz characters" is which you must be carefull while wanting to use "hairs or cloths" because many daz hairs and cloths are strong high poly ( i means hairs going from 100 to almost 1 million vertices or polygons which is insane for game), almost goes the same for outfits some artists in daz really love "high detailed stuffs" like even the small piece of the cloth will be "high poly" then becarefull when looking for outifts, because you can easy get stufh with outfits around 100k+ polygons, which while maybe 100k could be be "big like that" you must remember which you also have hairs and the cahracter naked body and weapons and props and scenes and imagine a full let's say 1 million polygons character alone because of the outfit and the "hair alones" goes high it would make the game have only the character and nothing more in game because no game could run this insane stuff unless it's pre-rendered pictures, then while daz character base is not really that heavy in poly count, you must pay attention to the "extras" specially the ones "more detailed and cools" because normally that ones are the most omg polycount, for exemple those days i found out which a "bikini armor" with some details here and there was almost 300k polygon, again a "bikini armor" with just few pieces here and there, like a neck and some armsbands, then becarefull.
you can find a lot of tutorials in youtube with all the game engines or you can go to udemy,com site and buy some "class about unreal or unit or godot or other engine you want to use,
also you can find some tips here on this forum:
https://www.daz3d.com/forums/discussion/371856/a-using-daz-content-in-ue4-thread#latest
also you can find some others random it's not easy but still, also i can later provide some "youtube channels which deal with unreal engine tutorials if you want by pm or somethig like that.
well it's just a "basic" stuff i've added here maybe i can give some more extra info but this is the "most basic stuff.
in the end what is matter is how much you are willing to afford to make the game and how much knowledge you have and how much "free time you have expend in the game dev, specially if you are going to work alone then you must really be ready.
well to give a proper answer to your question i would say "yes" as long you know what you are doing and not just add stuffs just because they "look cool or awesome" and have in mind which 3d game is different from 3d render, because while the early you need to be carefull with polycount the later no and you can get really bad stuffs to work if you wor only with daz stuffs.
about game the one which i remember so far which use daz models or at last they really look a lot like some "daz characters" could be this one
https://store.steampowered.com/app/611790/House_Party/
i also remember seeying 2 "horror" games with daz characters but don't recall names, they are really few because the lack of "game content" once daz is more "heavy worked around rendering than "game dev", then most of props, hairs and many of outifits are not "game friendly (too high poly count), making a little complicated to use daz for this, you must really learn who's daz artist is the most 'game friendly (making low poly or at last really under the 100k rule) to buy stuffs.
Using Daz Models for Videogames - is it worth it?Disclaimer: I've done what research I can, so I know that if I were to use Daz figures I'd need to pay a $50 license for every single model, morph, hair, clothing, or prop I use in the game.
I'm a bit of a newbie to game development and going through tutorials atm. I'm thinking down the line when I want to experiment with NPCs or a third person player character.
I have zero background with 3D modeling and little time or interest to learn on top of Game Development, so looking for any reasonable shortcuts to aspects of game dev I can, specifically character models.
I have a lot of assets from Daz 3D I've used for comic reference, and wondering if paying $500+ in Licenses for what models I have is worth it compared to hiring out somebody to make models for me.
I'm going to start small, use stuff like Make Human and all that, but if I ever get to the point I want to make a game with more unique looking models, I'm wondering if using Daz as a shortcut is worth the $$$ compared to hiring a freelancer (as I have no time to learn the 3D modeling aspect myself).
Appreciate any advice. I've tried to look up games that have used Daz models but almost exclusively just find goofy porn visual novels, so any *actual* 3D games that have used Daz models to look at would be great.New game like render engine in the works?The Scene optimizer and the Decimator are both options to reduce the "Heaviness" or hardware footprint of a Genesis figure and or props. by creating a VERSION less render intensive for internal use or sending to other programs/engines.
I used the decimator extensively for low res backgrounders in my feature length Animated Film "Galactus Rising"
I would need to see some actual production Data to beleive that The very existance of these end user OPTIONS have stopped or slowed the production of "Heavy" Genesis 8 content with HD morphs and 4-8k textures.
Daz once Had a game content branch called "morph3D" selling game optimized Genesis 2 content called "MCS" for Unity
Then rebranded it "morph ID"
Then rebranded it "the Oasis" IIRC
Now it is Called "Maketafi"( i'm not kidding)
All were/are dealing with game ready figure assets and web Avatars. to sell to those markets.
The market trends and potential for growth will determine "the focus" ..not you.. nor I.
If indeed Daz has publicly stated an interest in supporting the Open source Realtime "Filament " engine, it is reasonble to assume that they will at some point offer content optimized for that engine as they are in the 3D content business ..yes?? .....wether you like it ....or not.Stop genesis from loading morphsCreate two versions of your genesis X figure. One for setup of new characters, and one for posing and using it. The creation one can be the default one and stay as it is, and you just setup characters with it. And when you saved a character with it, simply copy the used morphs to your new lighter figures morph data folder.
The lighter one should only contain pose related morphs and joint controlled fix morphs, and the morphs that you actually use on your custom character(s). You can create such a custom figure by selecting "File > Save As > Support Asset > Figure/Prop Asset.
Make sure to strip out all the morphs from that figures data folder that you do not need. I would recommend taking out all those hd shapes especially since they take alot of time to load and several can really lead to insane loading times. My default g3 - g8 runtimes are massive, several gigs of morph data from stuff I bought over the years and my own morphs, so I usually look at loading times of several minutes if I would use the default figure for my characters... I could not suffer this anymore, so this is a workaround that indeed works well.
I still would like to see some system by DAZ so you can manage which morphs the figure should skip loading by default, perhaps on a global level or even per file. That way you could really get away from those insane load times once your runtime starts filling up. It is not just loading times, it also makes pose loading and saving slower, especially when youre working with the excellent puppeteer pane.








