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Who's the Best Avatar Creator?
Mine is from one of the first renders I did that I really liked, and the first time I used any of the available morph dials on a character.
Who's the Best Avatar Creator?My other most used avatar is another oldie V4. She was my 1st product at RMP a collab with RobynsVeil. Robyn based her morph off of the much younger skinner version of me from images I sent her.
PhilW Hairs Discussion ThreadI can't see a white strand of hair? There are some highlights in the hair, if you want to tone that down there are some alternative shine presets, try the Soft Shine one.
Well, maybe it is not white, but nearly white. However, I fixed this issue my moveing to an universal hair shader.
I also want to thank you so much for Morena Hair. This product is so great. Finally we got a hair product with a from short to long morph. I hope you do a lot of more short to long hair

It would be also great if you could do a hair product which looks like if Morena hair with low pony tail (same hair parting). So we could make a scene where is it look like that a character with Marena hair makes a pony tail.
ZBrush, Why Bother?There's a little button called "GoZ" on the DAZ UI (I think on the far right in the base UI but you can look around). Click it, it goes to zBrush. Tweak it, hit GoZ in zBrush, Back in DAZ, a popup will open asking you what you want to name the morph. Name it, click okay. Done!
I'm not sure you need to "buy" the GoZ plugin or not, it's free but you might need to go through the motions of buying it for $0. Here's the link:
Getting priced out of this hobbyI,ve been looking at the prices on some of my early stuf this random from 2001
Victoria's Up-Do Map Pak
$9.95
Victoria's Up-Do
$24.95Thats 17 years ago
I went back into my history and see that yup, many things did cost in that $20-$30 range. But Ihave orders that totaled up to nearly $200 with a $180 discount. So much stuff and I paid chump change for it because the sales back then were crazy. On the other hand, I did pay full price for stuff I really wanted, like Jim Burton's stuff which was primo quality at the time and that was in that $25 per product range. But that was certainlly an exception. For example the V3 morph pack was $20 and it was basically the only one you could get so that $20 was it. Now there are a million morph packs, that's better but if you try to buy them all it's pretty pricey.
On reflection I think the thing is that if you've been doing this forever then you say "I have so much already, no way I'm paying that much for that! It's just like that other one I already have" or even "I have the tools now to just make it myself". And you naturally get very selective. On the other hand iIf it's a new hobby, you just see potential and open the wallet. They won't complain until five years down the road when they see the same morph pack they bought for Genesis 8 and again for Genesis 9 and again for Genesis 10 being needed yet again for Genesis 11. This is the "DAZ maturity cycle".
Getting priced out of this hobbyIt doesn't have to be expensive. If you are very well disciplined and can resist all the bright new shiney toys this hobby can be virtually free. DAZ Studio is free and comes with Genesis, Genesis 2, Genesis 3, and Gensis 8 base figures. There is a wealth of free models available from ShareCG and Renderosity Freestuff as well as a number of smaller individual sites. And if you can't find something you want, there are even free modeling programs such as Blender and Hexagon so you can make it yourself.
...one still needs the body/head morph kits to get the most mileage out of the base Genesis figures. For the original Genesis they bundled the two which was nice, for G2 and on they didn't (not even within the genders) which is a shame. That oulw make adoption of a new Genesis figure a little more cost effective. With those and maybe something like the Growing Up morphs up you have a wide range to work with for not a lot of Zlotys (less than the cost of a new Pro Bundle). I believe I posted one experiment I did years ago earlier in this thread which only used G2F, the head + body morphs and Growing Up morphs.
Didn't move to G8 as it isn't just the expense of a new shiny, it's that I really don't see that much of an advantage over G3 (uses the same weight mapping and bone structure). I ended up getting the G8 - G3 fit clone so if I see clothing I like (that iin't just a re-issue of something I already have) I can use it.
Who's the Best Avatar Creator?My Avatar is Taiduo07-12, main character in my ongoing webcomic which you can find when you click on the banner. She lives in a postapocalyptic dystopian society.
I made her from a variety of characters with lots of morph-dialing and a selfmade skin using skinbuilder. obviously she's meant as an eyecatcher. My original idea was to make her blink as she does on my dA avatar but only Chohole gets to have a moving avatar ;)
How to Change Head/Cranium depth for G8F?You need the DAZ Originals 'Head Morphs' package for G8F and it has a morph called Cranium Slope but what you are trying to do won't be affected by just a single morph that controls cranium slope.
There are morphs in the DAZ Originals head morphs /G8M/G8F) that control lots of things regarding cheek bones, jaw, chin, brow, face angle/slope and you'll need to use the in combination and depending on how large a change you want turn off limits for some of those morphs.
RareStone has a masterful set of head morphs for G8F/G8M that yyou might consider instead or in combination.
Convert Zorn to Genesis 8You could try it with the transfer utility.
Pose the Zorn exactly like G8 in her normal pose and then use the transfer utility with the G8 as the source and the Zorn as the target. The figures should be overlapping. It won't be perfect though and it might won't work at all.Getting priced out of this hobbyI've been in "acquiring" mode for the past year and a half, now I'm probably going back to "making do" mode. Spent a few minutes this morning trying to see how the old Versailles Tail (last PA attempt at a hairstyle similar to what was released today) by Arien, Wyrdbard, etc would hold up in Iray, and with the proper hair shaders and positioning adjustments it did okay. (Profile shots were going to be iffy because of the way the tie and ponytail were modelled/transmapped, but front and rear shot both looked pretty good).
Yep, I have that hair too. Plus, Genesis, G2M and G3M all have the exact same Viking hair product. Talk about a lack of compatibility between generations. That's like the Belle Dress I had for G3F, now they have the exact same dress for G8F. Thought they could wear each others clothes? Seems like it never ends.
As far as the Viking hairstyles go, they're catering to the laziness (or lack of time) of people who can't be bothered to parent a hair, translate to position it properly, look up and use the morphs for adjusting how it sits on shoulders/back/chest.One step autofit for armor, big flowy dresses, and high heels seems to be the unattainable holy grail of autofit. But I'd like to sit down sometime, do an ultra-accurate recreation of the V4/M4 default pose for Genesis 3, and then see if I can get Sickleyield's approach of "pose character/load clothes to be converted/change clothing's scene identification to match character/transfer rigging from character to clothes/fit to character" to work for things like Paladin and Paragon (currently easier just to hide everything but G3's head and parent to invisible M4 wearing P&P), Annunaki (currently a mix of parenting the armor and an only marginally successful autofit of the skirt) or My Princess Dress (currently easier to autofit the top and parent the skirt to G3F's lower abdomen.)
I would be psyched as heck to have a tutorial like that! What a great resource it would be. I am forever parenting things, then using trans and rotate dials and scaling to make hairs fit other figures. Same with clothes that are unwilling to work. I remember the days when vendors gave you clothes with mats to hide body parts to avoid poke through because there were no fit morphs. And yes, a few of them needed the whole body OFF. Crazy to create clothing with no morphs back then. And I still get a few now too. Not as drastic as shutting of body parts, but that don't have enough morphs to fix poke through when posing. So yeah, I'd for sure be interested in that tutorial. Holler.....
Well, have to see if my theory works first, then see if it requires a tutorial beyond what SY has put up. :)
I sure hope it works. This would be a huge help!
How to Change Head/Cranium depth for G8F?Hi there, in previous Gen models, I was able to change the head/cranium depth. In G8F, I can't seem to find any morphs for this. The closest thing is individual dials for jaw/chin/cheek and forehead (head morph resource kit), but they don't work very well collectively to reduce the long jaw/neck proportions with some models. I tried reducing the z scale on the head node, but the eyes, nose, and mouth don't scale with the rest of the face/head (this worked with previous Gen models). Any suggestions? Thanks!YoungstersNext step : toddler and baby


Try rendo there's Sixus's Baby for G8F, and Angel_Wings does a gorgeous toddler morph (Amanda) using it for G8F.
Ther's also Luna the Hivewire baby/toddler availble at their store or rendo.
Grimaces Dial Presets for Genesis 8 & 3 (Add-on)Grimaces Dial Presets for Genesis 8 Male

Same add-on for Grimaces - Morph Dial & One-Click Expressions for Genesis 8 Male.
This Free Stuff includes 22 Dial Presets created mixing the morph dials expressions.
List: Amazed, Anger, Cheerful, Evil Laugh, Glad, Holy Shit, Irritated, Laugh, Oh My God, Pleased, Sadness, Smile, Simple Smile, Sneeze, Surprise, Weeping, What, Wicked, Worried, Yawn, Yelling and Yikes.
It will be installed at: People\Genesis 8 Male\Expressions\Grimaces\Grimaces Dial Presets
Also includes a Zero Dials preset.If you have any doubt, ask me.
How make cloth collide with wearer and another objectGive both figures a dforce static surface. Set a dforce dynamic setting for the shirt and use a dformer. Simulate at current frame.
Or you can just use a shirt/top that has this morph. I think some of lilflame and OOT's products have what you need.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]No, I saved it as a scene, so everything would stay just as it is, and opened a different character and posed her and goofed around, and then reopened the Anax scene, but his sleeves were wacky. I did save it through your program as Anax_Claws, originally, but now when I slide the bar it made, it makes his sleeves mess up. Is that what you mean by saving asset?
Again, I am VERY new to all this, so forgive me if I am not following what you mean.
Repeat the entire morph separation process, and after save morph, go to the Save Asset (s) tab, and click on the "Save Morph Asset" button.
Sometimes Daz Studio does not load the morphs correctly, if they are not saved as assets.
The advantage of saving as an asset is that it will always be available in the figure to which you divided the morph.
Note:The other option is run: Edit-Figure-Rigging-Adjust Rigging to Shape.
Getting priced out of this hobbyActually if I only decked out G3F with everything I wanted morph and texture wise and bought hair clothes and scenes for each render I'd be spending way less even if I was paying full price, no club. The fact is this is like doll collecting for me. I want that Barbie Dream House with a pool to go with it! I'm cheap so no Ken, I don't need a man! I wanted a collection of stuff to work with so I could find clothes and scenes for all occassions and whatever character I ended up making. I kinda have that right now. Sure I see lots of great new items. Sure I have certain artists I want to collect stuff by. But if I were to be cut off from the internet, lets just say I probably couldn't get around to using it all for years. I like to believe I can take it with me and in Heaven my computer and Daz files will keep me occupied for an eterity. I did decide to mot buy any more Java Monsters. For .89 cents I can get an extra large FullThrottle from the gas station. I still spend more on cigs than Daz. Yeah, it took me years to get a comfey amount of stuff built up. But I could solve 75% of my daz spending woes by shopping smarter. As for using old models, I have loads of those but I bought all kinds of Iray shaders to get them usable. Not sure I broke even, but I like picking things for their shape and retexturing them with shaders. I am happy with what I have. I do see items I want. I do spend money still. Lucky for me I do have lots of stuff already. I can see it as tough to get started though. I started buying in 2014 and made lots of mistakes buying, still do. But it took me 4 years to build up my collection and I am very happy with it. You can't have everything over-night if you are not rich. But even with things costing more, I still think a person could have plenty of fun without needing 2,225 items installed plus a few free items and things from elsewhere. Not everyone has to be a crazy file hoarder to make a little art. I sure like to be a hoarder but managing to find anything in my hoard when it is time get a render going is a nightmare (that's how I know I am at a comfey place), ofcouse I am kicking myself for having so much. I liked shopping more than working. If I had to use every item in a render I'd shoot myself. But it was ON SALE and I got sucked in. My bad.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Aw, darn, it stopped working once closed it and reopened. If you ever can get the Dweller's hands to work without the arms also changing, please let me know!
I guess you mean when you close DAZ Studio, it only saves the morph as an asset, and the change will remain. Tab Save Asset (s)
Photo-real characters. A different approach.Thanks for the clarification. My texture maps are based on this merchant resource. It didn't come with bump maps, and I knew just grayscaling the diffuse maps wouldn't cut it for realism, so I experimented with Photoshop manipulation until I came up with something (i.e. a ten-step layered process) that seemed to work at least reasonably well. Part of that involves overlaying a pattern fill of skin pores at 31% opacity, which is where those "vertical strip lines" are coming from. They're actually all over the skin, but I think the forehead is where they're least overshadowed by the non-patterned details.
Are the eyebrows too uniform in color, shape, direction, or what?
Cornea bulge is dialed up all the way to 1. I'll try the Lacrimal Young morph. Index of refraction varies, as I took a rather anatomical approach to the eyes. The eye surface generally is at 1.38, but on the cornea, this is multiplied by 1.34, which is the aqueous humor's refraction index. The pupil also has Fresnel reflection with an IOR of 1.4 to approximate the actual lens that sits in the pupil.My eyes actually started out significantly brighter, but more than one person commented that they looked too bright. You're the first person in a while to critique the current brightness of the eyes, and you seem to be advising a move back in the other direction.
I think I've figured out what was making the random spots look faded (though I'm not sure if they were ever meant to be that sharp in the first place). Let me experiment a bit.
If you like fair skin and some freckles, you should check out this:
https://www.renderosity.com/mod/bcs/the-metropolitan-collection---dublin-v4-2/90599
https://www.renderosity.com/mod/bcs/the-metropolitan-collection---lyon-and-paris-v4-2/93874

Photo-real characters. A different approach.Thanks for the clarification. My texture maps are based on this merchant resource. It didn't come with bump maps, and I knew just grayscaling the diffuse maps wouldn't cut it for realism, so I experimented with Photoshop manipulation until I came up with something (i.e. a ten-step layered process) that seemed to work at least reasonably well. Part of that involves overlaying a pattern fill of skin pores at 31% opacity, which is where those "vertical strip lines" are coming from. They're actually all over the skin, but I think the forehead is where they're least overshadowed by the non-patterned details.
Are the eyebrows too uniform in color, shape, direction, or what?
Cornea bulge is dialed up all the way to 1. I'll try the Lacrimal Young morph. Index of refraction varies, as I took a rather anatomical approach to the eyes. The eye surface generally is at 1.38, but on the cornea, this is multiplied by 1.34, which is the aqueous humor's refraction index. The pupil also has Fresnel reflection with an IOR of 1.4 to approximate the actual lens that sits in the pupil.My eyes actually started out significantly brighter, but more than one person commented that they looked too bright. You're the first person in a while to critique the current brightness of the eyes, and you seem to be advising a move back in the other direction.
I think I've figured out what was making the random spots look faded (though I'm not sure if they were ever meant to be that sharp in the first place). Let me experiment a bit.
Photo-real characters. A different approach.But the unnatural hair, eyebrows, expressions (lack of expressions) make it incredibly difficult to judge any type of "realism".
Thanks for the compliment on my bump mapping! Does this remark apply specifically to my work, Rashad's, or both? Unnatural how exactly? Can you put your proverbial finger on it?
Hmm...It's what I originally stated. The texture looks faded somehow. I believe at some point you stated you created it yourself. Perhaps start with a PA texture that you think looks good. I like the model head more now than with the squar jaw, and the proportions seem correct to me. The eyebrows are too uniform and appear unnatural to me. The eye reflections seem off from the way the scene is lit, perhaps this is just a problem with the eye geometry. Are you using the "cornea bulge" morph? Try the "lacrimal young" morph as well. Eye lashes are excellent. The bump/displacement is AMAZING! So my question is , why aren't you using the texture that came with that bump/displacment map? I would also say the glossyness/roughness of the skin is somehow off, and the reflection from light should be more crisph "crisp", but I do like the oily skin look, so that may be a personal preference. What index of refraction are you using? And with the eyes, you may have the same problem I do, where the yes look a little dark (dull) in comparison to the skin, and dont have a bright eye'd bushy tailed, "mushy look".
EDIT: OK...I need to clarify. To me, the bump/displacment for the skin around the eye looks really good. Ridges and creases in all different directions. But once you get outside the eyebrow, there seems to be uniform verticle lines that make up creases in the skin. No. You've been working on this project too long to have those verticle strip lines in your bump map.














