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Daz 3D Forums > Search
  • Clothing Designer looking for a Partner to Sell Together Conforming Clothes
    Hi JaguarElla, Thanks for your reply.  I've tried to use the transfer utility and it always screws up my clothes, they go into the model's body, into her skin, or get stretched out in weird ways. :(

    That's odd. I've used MD and the transfer function always works to do a simple rig. Simple being the operative word, no JCMs or anything. But since I do still renders pretty much exclusively and can tweak the clothes as needed prior to render, no problem for me. But I've never seen them poke through the body.  Tells me you may have a process issue with how you're using it.

    EDIT: One exception, when I've done sleeves that rolled up, at the elbows where the mesh is bunched up I've seen problems. So I don't really do that.

    By the way, MD clothes can be good for simulation in dForce but I've found it hit or miss. Sometimes they blow  up, especially if I've added any sort of double layers for cuffs or collars, to imply thickness. But if you don't do that, you could also probably include dForce compatibility as a selling point.

    By

    grinch2901 grinch2901 June 2018 in The Commons
  • Easy software to make/edit clothes

    If Hexagon for some rason didn't create an icon, you can find the program in your program directory in the DAZ3D folder. You can create a shortcut to your desktop from there. If you have installed the Hexagon bridge, you can transfer your base character and the clothing from and to studio easily.

    "Easy" creation of clothes - Marvelous designer is fairly easy to handle. Costs about $500. You could try learning Blender, which is free, but not quite as easy to use.

    Are you sure you want to create  clothing from scratch (which would mean, UV-Mapping, rigging, movement morphs, texturing), or maybe you can much easier use one of the existing supersuits, and just slap your symbols on them? Just wondering, because the symbol thing is much easier to do.

    Lets say i wanted to slap on a symbol on the existing suites, whats the esiest way to go about it? 

    By

    gsil247 gsil247 June 2018 in New Users
  • Easy software to make/edit clothes

    If Hexagon for some rason didn't create an icon, you can find the program in your program directory in the DAZ3D folder. You can create a shortcut to your desktop from there. If you have installed the Hexagon bridge, you can transfer your base character and the clothing from and to studio easily.

    "Easy" creation of clothes - Marvelous designer is fairly easy to handle. Costs about $500. You could try learning Blender, which is free, but not quite as easy to use.

    Are you sure you want to create  clothing from scratch (which would mean, UV-Mapping, rigging, movement morphs, texturing), or maybe you can much easier use one of the existing supersuits, and just slap your symbols on them? Just wondering, because the symbol thing is much easier to do.

     

     

    By

    BeeMKay BeeMKay June 2018 in New Users
  • Sculptris Symmetry for daz/poser morphs Creation: "Problem"

    Here my trying in create morph for shorthair

    By

    jorge dorlando jorge dorlando June 2018 in The Commons
  • Sculptris Symmetry for daz/poser morphs Creation: "Problem"

    Scilptris Symmetry works by deleting half the mesh and replacing it with a flipped version of the remaining half. That breaks the matching vertex count and order requirement for a morph.

    By

    Richard Haseltine Richard Haseltine June 2018 in The Commons
  • Sculptris Symmetry for daz/poser morphs Creation: "Problem"

    Hi all,

    I am trying to create a morph for the Spartcus shorthair of StudioArtvartanian.
    I'm "almost" there ... But this without the symmetry ends up kind of, handicapped, one side.
    Without symmetry, morphs carry 100% well, in Daz studio (from Sculptris alpha 6)
    But, when I try to create them with symmetry, this comes into problems, and the morph ends in failure / error.
    Researching this, I found a book where the author mentions the use of symmetry for genesis2 (I can not buy the book now, but on the sample pages, it is possible to read about set symmetry ... But I can not make it work .

    https://books.google.com.br/books?id=YWYvDAAAQBAJ&printsec=frontcover&hl=pt-BR&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false

    Please, help me

    By

    jorge dorlando jorge dorlando June 2018 in The Commons
  • My Projects in 3D Digital Rendering

    A question that I have also that somebody might know something about.... Is it possible to apply an influence map to an area that would be effected by a shape morph? For instance, say I want a model flexing to lift something and I want only part of the body to be flexing like the bicep, sholder and side, pectoral, but  I do not want to have that bulk flexed look elsewhere.

    I am not sure if this is possible, or if shape morps are symmetrical and general. It would be interesting if it doesn't exist to have a muscle flexion kit that would allow localized flexion and relazation or (lengthening/stretching) morphs.I may be ignoring some obvious technique.

    I do however see many characters posed with say their abs, or back muscles in an obviously relaxed position and yet they are flexed like mad. This ends up looking awkward or unintentionally comical.

    By

    Rakuda Rakuda June 2018 in Art Studio
  • RIP Men Content

    What I find amusing is when we have people here in the forum ask for a male version of some item, but the PA doesn't follow through.

    I'm specifically thinking of some jacket or something.  90% of the hard work has been done already by designing the jacket, etc, so updating it to a male shape shouldn't be that hard.

    You seem to think that the hard work is modelling the base item, and to adapt a female item to a male figure you'll just have to adjust the mesh a bit and you're done. It's actually not that simple...

    To adapt a product made from one figure so that it works for another you'd have to do at least the following:

    • adjust the mesh so that it fits the new figure ==> if you're lucky simple mesh morphing is all that is needed to adjust it and it does not result in bad texture stretching. If you're not you may need to add polygons to the mesh (which means any adjustment morph you had done previously would be lost), and/or remap it (which would mean redoing all textures, and that people would complain because it can't share textures with inital version).
    • rig it for the new figure ==> if you're very lucky you'll just need to use transfer utility, but depending on the item that may mean spending a lot of time adjusting the weight maps after that to get good resullts. And if initial item has non-standard bones it's yet another matter.
    • add JCM for the new figure, as they won't be the same as for the initial figure
    • if your item included some adjustment morphs, you'll have to check how they work on the altered mesh, and there's a good chance you'll need to redo or adjust some of them (that's assuming they still work and you won't have to redo them completely)
    • add custom morphs to support some named shapes of the new figure instead of just relying on auto-follow ==> that's optional, but if you supported named shapes for the first figure that will be expected of you

    and I'm sure I'm forgetting some other things.

    Would you save time compared to making an item completely from scratch? Probably, since you have a mesh to start from and with a bit of luck you won't have to spend time on textures at all.
    But you certainly won't save 90% of the time it would take to create a completely new item.

    THANK you, lol. Adapting base mesh between sexes is the easy part, always. You save a little time not redoing textures, but not a ton. I can say this with some certainty because I've done it extremely often. Redoing all the morphs takes longest, and it is indeed mainly owing to the chest area.

    By

    SickleYield SickleYield June 2018 in The Commons
  • What outfit is Miya wearing in this promo? (Several promo outfits asked) [Solved]

    Thanks Leana, that is the flamingo float I was looking for. I don’t know if it can morph into the duck or not but it does have tail feathers that look like the duck float. Perhaps the duck head (neck and beak) may be achieved by morphs but the product description doesn’t mention it, so I am wondering if the duck float is a different item. 

    By

    studio 3xl studio 3xl June 2018 in The Commons
  • Computer failure. Solved. Now playing with 1070 ti!

    I thought Iray had dropped support for Fermi cards, so that 460 wouldn't work anyway.

    I don't know what your budget is, but personally I think the 1070ti is a very solid buy. According to benchmarks I have seen it out performs the 1080 at Iray. So for about $40 or $50 more than the base 1070, you can get a nice Iray performance upgrade along with 8GB VRAM.

    I'm not going to tell you what to buy, but I really like that EVGA offers extended warranties on their cards for a pretty small price. You can buy the card anywhere, when you register it within 90 days of purchase, you can buy either a 5 year or 10 (!) year warranty for the card. To be clear, these add either 2 or 7 years to the 3 year factory warranty that most cards come with. The price of these scale on the MSRP of the card, but they cap at $30 and $60 respectievly. So for a max $60 you can have a 10 YEAR warranty on your GPU. It gets better, because you can transfer this warranty if you sell the card. That means you can get more money if you sell the card. Think about all the 5 year old cards you see on ebay, it is pretty rare to see one say they have a warranty. It would be incredible to to be able to buy an old card that still has warranty on it. And if you had bought such a warranty on the 770, it would still have about 4 years left on its warranty! That's pretty tough deal to beat. Sometimes when people return dead GPUs they even get a better one in return, like say they get the next generation x70, which would be a 970 in this case.

    Though I have bought all my GPUs used because I have been a poor boy. And as such I have never been shy to suggest buying used if the price is right because you really can save a lot in some cases. Next time I plan on buying new.

    A 10 year warranty would be really nice. Standard is probably just 90 days isnt it?

    By

    AnotherUserName AnotherUserName June 2018 in The Commons
  • dog 8 dog 8 woof woof we finally have a dog 8

    I see there is a female morph for the dog and a neutered morph.  I never really took the time to look at a male dogs back end to see if they were neutered or not.  o.0

    So basically the Dog 8 is either male or female, but without morphs it is male?

    By

    TSasha Smith TSasha Smith June 2018 in The Commons
  • RIP Men Content

    What I find amusing is when we have people here in the forum ask for a male version of some item, but the PA doesn't follow through.

    I'm specifically thinking of some jacket or something.  90% of the hard work has been done already by designing the jacket, etc, so updating it to a male shape shouldn't be that hard.

    You seem to think that the hard work is modelling the base item, and to adapt a female item to a male figure you'll just have to adjust the mesh a bit and you're done. It's actually not that simple...

    To adapt a product made from one figure so that it works for another you'd have to do at least the following:

    • adjust the mesh so that it fits the new figure ==> if you're lucky simple mesh morphing is all that is needed to adjust it and it does not result in bad texture stretching. If you're not you may need to add polygons to the mesh (which means any adjustment morph you had done previously would be lost), and/or remap it (which would mean redoing all textures, and that people would complain because it can't share textures with inital version).
    • rig it for the new figure ==> if you're very lucky you'll just need to use transfer utility, but depending on the item that may mean spending a lot of time adjusting the weight maps after that to get good resullts. And if initial item has non-standard bones it's yet another matter.
    • add JCM for the new figure, as they won't be the same as for the initial figure
    • if your item included some adjustment morphs, you'll have to check how they work on the altered mesh, and there's a good chance you'll need to redo or adjust some of them (that's assuming they still work and you won't have to redo them completely)
    • add custom morphs to support some named shapes of the new figure instead of just relying on auto-follow ==> that's optional, but if you supported named shapes for the first figure that will be expected of you

    and I'm sure I'm forgetting some other things.

    Would you save time compared to making an item completely from scratch? Probably, since you have a mesh to start from and with a bit of luck you won't have to spend time on textures at all.
    But you certainly won't save 90% of the time it would take to create a completely new item.

    Don't forget swapping the buttons and so on to the other side, and reversing the overlapping .edges (and if the mesh was welded, that would mean redoing all morphs if the modeller didn't adjust them, or for any morphs added after the mesh was adapted).

    Good point, my list assumes that the same design can work for both figures and you just need to adjust the shape.

    By

    Leana Leana June 2018 in The Commons
  • How to hide ears on v4.2

    Check this thread :)

    https://www.daz3d.com/forums/discussion/23767/victoria-4-ears-gone-morph-for-cowl

    By

    seeker273 seeker273 June 2018 in New Users
  • RIP Men Content

    What I find amusing is when we have people here in the forum ask for a male version of some item, but the PA doesn't follow through.

    I'm specifically thinking of some jacket or something.  90% of the hard work has been done already by designing the jacket, etc, so updating it to a male shape shouldn't be that hard.

    You seem to think that the hard work is modelling the base item, and to adapt a female item to a male figure you'll just have to adjust the mesh a bit and you're done. It's actually not that simple...

    To adapt a product made from one figure so that it works for another you'd have to do at least the following:

    • adjust the mesh so that it fits the new figure ==> if you're lucky simple mesh morphing is all that is needed to adjust it and it does not result in bad texture stretching. If you're not you may need to add polygons to the mesh (which means any adjustment morph you had done previously would be lost), and/or remap it (which would mean redoing all textures, and that people would complain because it can't share textures with inital version).
    • rig it for the new figure ==> if you're very lucky you'll just need to use transfer utility, but depending on the item that may mean spending a lot of time adjusting the weight maps after that to get good resullts. And if initial item has non-standard bones it's yet another matter.
    • add JCM for the new figure, as they won't be the same as for the initial figure
    • if your item included some adjustment morphs, you'll have to check how they work on the altered mesh, and there's a good chance you'll need to redo or adjust some of them (that's assuming they still work and you won't have to redo them completely)
    • add custom morphs to support some named shapes of the new figure instead of just relying on auto-follow ==> that's optional, but if you supported named shapes for the first figure that will be expected of you

    and I'm sure I'm forgetting some other things.

    Would you save time compared to making an item completely from scratch? Probably, since you have a mesh to start from and with a bit of luck you won't have to spend time on textures at all.
    But you certainly won't save 90% of the time it would take to create a completely new item.

    Don't forget swapping the buttons and so on to the other side, and reversing the overlapping .edges (and if the mesh was welded, that would mean redoing all morphs if the modeller didn't adjust them, or for any morphs added after the mesh was adapted).

    By

    Richard Haseltine Richard Haseltine June 2018 in The Commons
  • RIP Men Content

    What I find amusing is when we have people here in the forum ask for a male version of some item, but the PA doesn't follow through.

    I'm specifically thinking of some jacket or something.  90% of the hard work has been done already by designing the jacket, etc, so updating it to a male shape shouldn't be that hard.

    You seem to think that the hard work is modelling the base item, and to adapt a female item to a male figure you'll just have to adjust the mesh a bit and you're done. It's actually not that simple...

    To adapt a product made from one figure so that it works for another you'd have to do at least the following:

    • adjust the mesh so that it fits the new figure ==> if you're lucky simple mesh morphing is all that is needed to adjust it and it does not result in bad texture stretching. If you're not you may need to add polygons to the mesh (which means any adjustment morph you had done previously would be lost), and/or remap it (which would mean redoing all textures, and that people would complain because it can't share textures with inital version).
    • rig it for the new figure ==> if you're very lucky you'll just need to use transfer utility, but depending on the item that may mean spending a lot of time adjusting the weight maps after that to get good resullts. And if initial item has non-standard bones it's yet another matter.
    • add JCM for the new figure, as they won't be the same as for the initial figure
    • if your item included some adjustment morphs, you'll have to check how they work on the altered mesh, and there's a good chance you'll need to redo or adjust some of them (that's assuming they still work and you won't have to redo them completely)
    • add custom morphs to support some named shapes of the new figure instead of just relying on auto-follow ==> that's optional, but if you supported named shapes for the first figure that will be expected of you

    and I'm sure I'm forgetting some other things.

    Would you save time compared to making an item completely from scratch? Probably, since you have a mesh to start from and with a bit of luck you won't have to spend time on textures at all.
    But you certainly won't save 90% of the time it would take to create a completely new item.

    By

    Leana Leana June 2018 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE UNDICI

    non mi funzionano più un sacco di script, come il PMD inj o l'Inj per i morph delle figure del Poser, e cosi via.

    Qualche volta risolvi rinominando l'estensione del file. Ora non ricordo tutto alla perfezione ma mi pare che DAZ Studio 4 utilizzi l'estensione DSA per gli script. Se il vecchio script ha una estensione diversa, prova a cambiarla.

    Alla fine dei conti gli script sono praticamente un file di testo e dentro ci sono le stesse istruzioni del SDK.

    By

    Imago Imago June 2018 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE UNDICI

    Ci devo provare, da quando ho DAZ 4.X non mi funzionano più un sacco di script, come il PMD inj o l'Inj per i morph delle figure del Poser, e cosi via.

    A proposito, ho seguito un tuo consiglio:

    Per far crescere le poppe a tutti i CS Raptoid ho condiviso un DForm Preset sul mio sito. Ma l'ho reso disponibile solo per i membri del sito.

    By

    Crios Crios June 2018 in The Commons
  • Any good third party renderer?

    For Unity you should go to the DAZ site Morph 3D and use their export & utilities really and then file ticket for bugs & feature requests. 

     

    Have you actually renderd any Daz figurs animation in unity??

    what is the workflow??

    By

    wolf359 wolf359 June 2018 in Daz Studio Discussion
  • Any good third party renderer?

    You can use diffieomorphic which will do an OK just of setting up a DAZ Scene as a Blender Cycles ready scene but if you are really interested in doing animation and animation being made easier for you in the future then you should consider Unity Free  & the included free Octane Renderer. It is a PBR renderer And they are increasing the capabilities of Unity much faster than other solutions with the exception of UE4, UE4 is keeping pace with Unity pretty well.

    However, any solution you choose outside of DAZ Studio will require editing the shader settings and lighting in the 3rd party solution to match what you want, if what you want is an iRay PBR rendered look but since PBR is portable you can do such a thing. Diffeomorphic for example will leave you with a dim diffuse PBR scene and not enough iterations in the cycles renderer setup to render noise out of areas like the eyes.

    I know that Diffeomorphic is used for exporting DAZ Studio scenes to Blender but is there something equivalent for Unity? If not, how is it done?

    Diffeomorphic actually is pretty good in the use cases I've tried it with but the material export by Diffeomorphic were unusable by the AMD ProRenderer for Blender without lots of adjustments as in assigning everything material related. frown

    For Unity you should go to the DAZ site Morph 3D and use their export & utilities really and then file ticket for bugs & feature requests. 

    https://www.morph3d.com/morph-artist-tools

    &

    https://www.morph3d.com/morph-studio

    The rest of the MCS you can ignore unless you are programming a multiplayer online games that requires avatars that have an 'online' presense and be available via download.

    +++++

    and then the PBR platform independent exchange format (not created by AMD but the creators of Pantone)

    The platform independent 'Appearence Format' has a writeup here:

    https://www.xrite.com/about-us/news-events/press-releases/amd-radeon-prorender-supports-axf

     

    By

    nonesuch00 nonesuch00 June 2018 in Daz Studio Discussion
  • PhilW Hairs Discussion Thread

    looking good . i like the shaping morph variations you've had in your hairs and this new one with the various hanging morphs is going to be useful

    By

    ANGELREAPER1972 ANGELREAPER1972 June 2018 in Daz PA Commercial Products
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