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  • EJ Easy Face Generator

    This is a great tool! And fun! Reminds me of my role-playing days when I would make characters for entertainment. Couple of comments and questions.

    I find the default settings are fairly subtle and it can be a while before a characters looks different. Lots of them end up looking like the base character's sister. Not a complain, merely an observration (and handy for when you DO want a relative!).

    Does the randomizer randomize off of the base character or off of the base plust the current set of morphs? Also, does it use your face morph product under the covers? Just curious.

    I've found that dropping the Simplicity settings while keeping the strength settings the same leads to higher variability but not completely wacky faces that often seem to occur with higher Strength. Unfortunately, every time I exit the script, the settings revert to the default. Is there any way to change the defaults persistently?

    Keep up the great work!

    By

    shootybear shootybear June 2019 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Ma di che state discutendo? (ಠ_ಠ)
    E poi tu, Muscleman, ancora rifiuti di ammettere la superiorità della figura unica? ┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻
    E' come diceva Tolkien: Una Figura per domarli, Una Figura per trovarli, Una Figura per ghermirli e a DAZ Studio incatenarli.  (づ◔ ͜ʖ◔)づ
    Io ho una libreria di vestiti per Genesis1 enorme... Non capisco da dove ti esca che non ci sono abbastanza abiti.

    Quello che mi dispiace maggiormente, quando riuscirò a trasferire tutti i miei morph, sarà perdere tutte le UV map compatibili con le figure precedenti.

    Quant'è grande la tua libreria?

    Io in 5,5 mesi di rendering attivo ho 1300 pacchetti su DIM...forse ho speso troppi soldi :O

    By

    LenioTG LenioTG June 2019 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Ma di che state discutendo? (ಠ_ಠ)
    E poi tu, Muscleman, ancora rifiuti di ammettere la superiorità della figura unica? ┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻
    E' come diceva Tolkien: Una Figura per domarli, Una Figura per trovarli, Una Figura per ghermirli e a DAZ Studio incatenarli.  (づ◔ ͜ʖ◔)づ
    Io ho una libreria di vestiti per Genesis1 enorme... Non capisco da dove ti esca che non ci sono abbastanza abiti.

    Quello che mi dispiace maggiormente, quando riuscirò a trasferire tutti i miei morph, sarà perdere tutte le UV map compatibili con le figure precedenti.

    By

    Imago Imago June 2019 in The Commons
  • Tools for Generating Game-Usable Assets

    @Gthang

    If you are only talking specifically about Elder Scrolls and Fallout games then you could just "trace" over the Daz body in Blender/Maya/3DSM.  TES/Fallout uses facial morphs for its characters, which is why if you look at FO4 model extracts for Nate and Nora the faces looks nothing like they do in game.  Because its only a base male/female head that is being extracted and not the morph data that fine tunes it to make it look like Nate/Nora.  So all you can really use out of the Daz models are the bodies.  It would probably be much easier to just take a CBBE body and adjust the verts on it (or use bodyslide) until its contour is similar to that of the Daz body.  People make characters from scratch using ortho front and side pics.  Basically you make a 3d object out of several 2D reference pictures.  But with a 3d objects as a reference it is much easier to make another 3d object because in a way all you are doing is making a 3d trace. 

     

    You should ask on the Nexusmods forums why nobody uses Daz assets in Oblivion/Skyrim/FO3 and FO4 mods.  Its possible that you dont see it a lot NOT because of a lack of tools.  It could be something else like CBBE bodies and textures are already really good, or that the really nice looking Daz clothes arent video game friendly since thats not what they were designed for.  Like i made a character for some personal renders but she would fit right into a FO3/FO4 post-apocalyptic type game, but she has like 1.4million tris which i think is a bit too high for a game.

    By

    unused account - glossedsfm unused account - glossedsfm June 2019 in Product Suggestions
  • Headshop 11 Questions

    Thanks outrider42.

    In your comparison you write:

    "... photos that do not use smiles. When dialing the morph in, the head moves down the neck."

    Is this also still an issue? 

    By

    Anim Anim June 2019 in The Commons
  • We need a good 40s/50s pinup style dForce hair

    The community really needs a good 40s/50's style pinup hair with an upside down morph.  AprilYSH's Sheridan Hair has been doing Yoeman duty for those of us who do 50's style pinup modeling but now that we have dForce hair, it would ne nice to get a versitle hair that we could set/roll the bangs like Bettie Pages iconic style and still be able to set them different for different models.  It would also be nice if the hair fell naturally when the model is laying down or hanging her head off a couch upside down, etc.  The only G8 40s/50s hair I have seen in the store is Propschick's Georgina Pin-Up hair which is nice but not very versatile since you can not hide the Swirl rolls or the upsweels for the swirls.  Think Vargas Girls, Bettie Page, Jayne Mansfield, Bettie Grable, Rita Hayworth, Bunny Yeager, etc.  Hopefully one of the PA's is willing to take up the challenge of making a new hair product and there is enough feedback in this thread to show enough interest in this product.

    By

    billyben_0077a25354 billyben_0077a25354 June 2019 in Product Suggestions
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Ti sbagli, io non ho tutte quelle figure! cool
    Me ne basta una con tanti morph e faccio tutto. Non vedo l'ora che SingularBlue finisca il suo script per trasferire tutto, ma proprio tutto, su Genesis8Female adesso che funziona per bene, creando così il nuovo Genesis1! laugh
    E' una cosa che andava fatta fin dall'inizio!

    E ci tengo a precisare che mi lamento solo quando c'è un motivo valido. Se qualcosa non va lo dico e basta. Se poi vi riferite ai post sulle nuove figure... I bug stanno ancora là!  (┛◉Д◉)┛︵┻━┻

    ...e fa le faccine.... cmq no, la figura unica no, che poi non vogliono fare i vestiti...e mi rimangono nudi ...o peggio...come qel povero Gen1 che credo abbia meno cloths di sempre...e io non so che farci....un pò come con i bambini e le parti extra ( private)....XD XD quindi finitela che mi complicate la vita!

    Che schifo dai, meno male che non le vendono surprise

    By

    LenioTG LenioTG June 2019 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Ti sbagli, io non ho tutte quelle figure! cool
    Me ne basta una con tanti morph e faccio tutto. Non vedo l'ora che SingularBlue finisca il suo script per trasferire tutto, ma proprio tutto, su Genesis8Female adesso che funziona per bene, creando così il nuovo Genesis1! laugh
    E' una cosa che andava fatta fin dall'inizio!

    E ci tengo a precisare che mi lamento solo quando c'è un motivo valido. Se qualcosa non va lo dico e basta. Se poi vi riferite ai post sulle nuove figure... I bug stanno ancora là!  (┛◉Д◉)┛︵┻━┻

    ...e fa le faccine.... cmq no, la figura unica no, che poi non vogliono fare i vestiti...e mi rimangono nudi ...o peggio...come qel povero Gen1 che credo abbia meno cloths di sempre...e io non so che farci....un pò come con i bambini e le parti extra ( private)....XD XD quindi finitela che mi complicate la vita!

    By

    Muscleman Muscleman June 2019 in The Commons
  • dForce Hair (as well as strand based hair and the strand based hair editor) in public beta

     

    You think you could write a guide? Because that's all very high level stuff I'd love to know how to do.

    This is a good start and it's on sale: https://www.daz3d.com/modeling-with-littlefox-4-hair-modeling

    It covers the basics of building hair from polygon strips.   In addition to zbrush, I use UV Layout Pro to get the UV's to be nice and retangular which makes applying transparancies and textures for realistic effects.   You'll find many of the "tradional" (e.g. not stand based) hairs use similar techniques.   When I need to adjust one, I just jump into zbrush with DAZ Studios GoZ setup, make adjustments with one of the move brushes, and then pop it back to DAZ Studio as a morph.

    Another handy tool is polygon strip IMM brush from NasconeArt.   This brush generates polygon strips along curves to simplify building up a head of hair.

    -K

    By

    Kerwin Kerwin June 2019 in The Commons
  • Saving actor or character parameter/morphs

    a quck cripeman tut on morph targets

    By

    Mistara Mistara June 2019 in Carrara Discussion
  • Carrara Plugin Development

    Every thing you can see under the Instances list of your Scene has an I3DShTreeElement class which has the functions (or methods) such as GetFigureDataComponent().  This 'tree' is usually the starting place for getting down into the animation data, transforms, all the simple parameters and into the master object using the SDK classes.  In the case of a figure from there you can get into the Vertex Modeler itself and from there into the morph areas however the IMorphArea class only returns one name and the pose control morphs work the joints and not the actual morphs.

    If you look at a figure in DAZ studio and click on the settings for any morph you'll see loads of information and at the top or the dialog the Name: and the Label:  Carrara displays the Label but doesn't give the 'internal' Name which is the one that is needed.  Click on the settings for a morph in Carrara and there is very little information, only the one name and the range settings.  I can only assume that when the figures are loaded into Carrara that information is somehow translated and effectivly hidden from the vertex modeler but controlled with the parameter sliders.  I've gone in poking around as deep as I could but haven't found a way to directly link up the Parameters with that internal name or get the internal name from the parameter.

    If I had a long loaded or coded in list for all the parameters on all the figures the correct internal name could be found as the exhaustive work around.  For example taking the first pose for Genesis 2 ,which is control Arms Front-Back, in Carrara the name is "Arms Front-Back".  Look at the morph setting in DAZ Studio and the (internal) Name is "CTRLArmsFrntBck" and the Label is "Arms Front-Back".  The duf pose file needs to have "CTRLArmsFrntBck" for that pose control to work.

    Pose control for fingers fist.

    looks like they prefix the name with a "p"

    the formulas are the bones slaved to the control.

    By

    Mistara Mistara June 2019 in Carrara Discussion
  • dForce Hair (as well as strand based hair and the strand based hair editor) in public beta
     

    I understand that programers don't want thier scripts reverse engineered and resold, even if it makes it impossible to customize them (or leads to situations like GenX2)

    Don't forget that GenX2 is not a script, it is a plug-in, so the encryption of scripts is irrelevant for that product. The morph transfer system created by SingularBlue, as described in other threads, is a script.

    By

    Havos Havos June 2019 in The Commons
  • Morphs from G3 to G8

    It depends on what you are trying to do.
    Bake mode is off when transfering JCMs, MCMs, partitial shape morphs (e.g. long nails, nose 01, etc), and any morph that you DO NOT want to look exactly as it does on the source figure (e.g Star 2 to G3M to make a male version. You don't bake). Bake is on whenever you want to create a nigh exact match between the the original and the transfer (e.g Moving M6 to G3M and having the sampe dial in correctly with no additional steps, or transfering M7 to G3F and having G3F turn into a male shape, not a buff female).
    The term bake is derived from general 3D where you take something that is generated manually or  procedurally, and Bake it to a format where it no longer takes much effort to generate. For example, you can build a material with no textures at all, and make it look real, but the result is usually expensive to compute. So you bake the results into diffuse maps, specular maps, bump maps, normal maps, and you can then apply that to a simplified model, and save a bunch of time and electrons in rendering it.
    Similar, you can bake the shape to include all the stuff that it had originally, or you can not bake it, which will typically require you to do manual fixes, and or get a copy of the original figure's shape and dail that in manually.
    The reason you don't bake all of those things listed as no bake, even though it might mean results that need fixing, is that baking impacts the whole model. Say uo transfer nose 01 from G2F to G3F, and you don't think it looks as good, as the original, so you do it again, but with bake turned on. Well, you will get a nose 01 that looks very like the original, but the rest of G3F will shift to the shape of G2F. Because baking impacts the whole figures, excepty when the head and body options are enabled, and then it impacts the whole head and the whole body respectively. It would be impossible to put together a computationally reasonable way to do the head/body thing for arbitrary body parts because the figures don't line up exactly. So even if I could bake G2F's shape only into the nose (there is a way to do so, but the results really, really suck and) the nose would end up moving out of place, because G2F's nose is lowere than G8/3Fs because  they are toller than G2F (and way taller than Genesis). So you don't bake JCMs because if you do, the figure will change shape every time you bend the referenced joint. You don't bake MCMs because--say you've activated Star 2 head and thus the eye closed MCMs--the controlling figure's (Star 2 in this case) shape will be doubled up. Once from the active shape, and once from the MCM. And this will continue to build with each MCM (i.e. both eyes closed mean 300% Star 2 shape, and so on).

    By

    Singular Blues Singular Blues June 2019 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Se trasferisci il morph "da uomo" sulla donna ti sarà più semplice fare il passaggio da uno all'altra, no? surprise

    Che poi tu me la devi spiegare per bene 'sta storia... Hai intenzione di usare un personaggio e modificarlo per la transizione o usarne due e cercare di farli somiglianti?

    Con Genesis1 faccio intere famiglie con un paio di modifiche a pochi slider, grazie al fatto che tutti i morph sono su una figura unica.

    Non è un morph solo.

    Allora, allo stato attuale delle cose io riesco a creare due personaggi, uno G8M e uno G8F, perfettamente identici in pochi passaggi.

    Poi devo passare dal G8F che in realtà è maschio, alla G8F finale, sulla stessa figura.

     

    By

    LenioTG LenioTG June 2019 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Se trasferisci il morph "da uomo" sulla donna ti sarà più semplice fare il passaggio da uno all'altra, no? surprise

    Che poi tu me la devi spiegare per bene 'sta storia... Hai intenzione di usare un personaggio e modificarlo per la transizione o usarne due e cercare di farli somiglianti?

    Con Genesis1 faccio intere famiglie con un paio di modifiche a pochi slider, grazie al fatto che tutti i morph sono su una figura unica.

    By

    Imago Imago June 2019 in The Commons
  • Looking for Combination Morphs to create a humanoid insect

    Looking for Combination Morphs for Genesis 8 male to create a humanoid insect​

    Hello,

    i want to create a humanoid insect for some horror stuff.

    I found the Geonosect for Genesis 8 Male already, but he looks not creepy enough at all.
    Now I think about to make a mix morph of him, Uber Demon HD For Genesis 8 Male and Mutation morphs HD for Genesis 8 Male for some more creepy kind of body, but still the Wings. Can you use those morphs only full body or also without the head.  or morph partial body parts on those? I was able to make a slim or large body builder Lycan by mixing a body builder with the Lycan morph. 

    But does anyone have experiences with those 3 mods?

     

    Best regards and looking forewards for some answers, advices and maby a Insectoid Morph for G8 I was missing.

     

     

    By

    MysteriousMika MysteriousMika June 2019 in New Users
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Purtoppo in questi casi ti devi armare di pazienza e fare tutto. Un pò alla volta trasferisci tutti i prodotti (a te funziona, a me no... crying) e alla fine avrai tutto pronto.
    Magari metti tre o quattro conversioni, vai al bagno a "farla grossa" e quando hai finito e torni al PC vedi cosa è successo. Il giorno dopo ne metti altri tre o quattro, vai a comprare il pane e quando torni dai un occhio al risultato.
    Oltretutto continui a vantarti che con la nuova scheda video puoi usare il PC durante i render, ebbene puoi aprire due sessioni di DAZ, una che renderizza e una che converte e non entrano in conflitto! wink
    Però ricordati di aprire la sessione di DAZ per renderizzare DOPO che hai aperto quella per la conversione o ti elimina la cache delle texture e degli shader.

    Curiosità tecnica: Perchè ti affidi ai randomizer? E' un metodo che non permette nessun controllo sull'aspetto del personaggio...

    Non l'ho provato!

    Quando ho letto che ci metteva 20 secondi a morph, ho capito che non avrebbe mai finito.

    Vantarmi? xD Condivido la mia felicità con voi!

    Non uso il risultato così come esce, faccio decine se non centinaia di prove ogni volta, in 2/3 passaggi.
    Se una caratteristica sta prendendo una piega che non mi piace, la faccio manualmente e poi blocco il morph.
    E il passaggio finale lo faccio sempre a mano.
    Ci metto un'oretta a personaggio, ma almeno escono unici! Non riesco a credere che un sacco di gente usi che so "Alexandra 8" "out of the box", e vederla sempre e comunque e dovunque, disgustoso :/

    Penso che sia un po' diverso il workflow con le immagini fisse!
    A me il grosso del lavoro è scrivere la storia, editare, pubblicare, pubblicizzare ecc.
    Tutto quello prende metà lavoro totale. Se ci aggiungi la creazione di personaggi e ambienti, il settaggio delle scene prende anche di meno.
    Poi faccio tutto con Batch Render (adesso che ce l'ho con Render Queue) e lo lascio acceso così un paio di giorni.

    Allora quello che non ho capito è: a cosa mi serve passare il morph sull'altra figura in questo caso?

    PS: ho cambiato case!!!
    Ho fatto un test molto amatoriale facendo lo stesso e identico render per 5 minuti con vecchio (sinistra) e nuovo (destra) case.

    La differenza è di soli 4-5°C (comunque io lascio sempre le ventole al minimo per il rumore).
    Però ho l'impressione che lavori di più! La GPU consuma 20W in più, e ha fatto 340 iterazioni, mentre questa mattina se non sbaglio ne aveva fatte 300.
    Anche la ventola della GPU gira di meno. Magari quest'inverno proverò a fare un po' di overclock.

    image

    By

    LenioTG LenioTG June 2019 in The Commons
  • I'm having male hair troubles

    Dial down the Converter Morph to around 75% with the RSSY Hair Converters

    By

    3Ddreamer 3Ddreamer June 2019 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    Fammi capire, che sono vecchio, iperteso e pure un tantino arteriosclerotico...
    Ma come li usi i morph? Non fai il classico Mix-n-Match come tutti i normali DAZzari? Voglio dire 20% Victoria, 32% Aiko e 22% Michael...
    Una volta che hai trasferito i morph li puoi riutilizzare quante volte vuoi, no? sad

    Uso Simtenero Randomizer, mettendo nell'equazione migliaia di morph, finché non arrivo a un risultato che mi soddisfi, così sono anche tutti molto diversi fra di loro.
    Ogni personaggio quindi ha centinaia di morph attivi in "Currently Used". 20 secondi per 200 morph ci vorrebbe quindi un'ora, e non avrei sicurezza che completerebbe il processo anzichè lasciare tutto appeso.

    Passare la forma così com'è non mi serve a niente. A dire il vero, oggi riesco velocemente a passare forma e materiali da G8M a G8F e viceversa.

    Il problema sta nella transizione!

    Sarebbe molto bello poter andare da uno all'altro con un singolo slider.
    Pensavo si potesse fare con GenMaster, ma non vedo come.

    By

    LenioTG LenioTG June 2019 in The Commons
  • What "qualify" as your own character?

    Aside for merchant Resource sets, used accorning to their license terms (which vary) you can use another character or shape as part of something you plan to share or sell. You can share settings for other shape sets, which require that the user have the original shapes (all they get are the slider values) and you can mix those with hand sculpting to create a custom shape (the Reverse Deformations  option in the Moprh Loader dialogue is used to keep the two separate).

     

    Only if you make your own morphs,  not the ones that come from Daz or Daz PAs.  and only if you add your own skin, not the included ones.

    If you use someone elses morphs all you can distribute is the "recipe" and the person using it then needs to have bought the relevant morph packages themselves

    Hmm i think i understand what you both are trying to say.

    I still have to ask you guys about this because i have seen characters in the daz store that looks very similar to other characters.
    I know a very specific male character that looks extremely close to the genesis 8 male. Like the only difference is the skin, the eyebrows, and the eyes. Everything else is like it hasn't been touch in the morph slider. But this character is said that it requires some morphs package for it. So you can sell characters this way? But the buyers then need to have that required morph package?

    By

    0smith 0smith June 2019 in New Users
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