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dForce Verified Functional Clothing [Out of the Box]
I couldn't get a rope or belt to stick so I gave up on that. the rips are transparency maps which you can turn off or on. Not easy when it one of the first there nothing to go by.
Hmm might do a morph to hide the blade and make it into a staff!
Invite suggestions for character sets for people of Central American heritageIf you're open to using older figures, there's the M4/V4 Elite Ethnic Faces bundle, which incldues face and individual feature shapes for a South American Indian as well as northern Native American (and Inuit/Eskimo.) Combined with the DAZ face morphs, you could get a decent variety of faces types for both genders. If you're not keen on dialing faces, there's a vendor named Zaarin over at HiveWire who made a bunch of Native American face morphs for both M4 and V4 that uses those elite ethnic faces and DAZ morphs.
If it helps any, I did a quick render with a mix of South American and Native American faces, with a few minor tweaks to the nose, mouth, and eye shapes. The texture is Dakotah V4.
There's also the Ethnicity for Genesis bundle, but it only included a few Native American male/female base face shapes. It was a much more limited set of morph dials than the Generation 4 version.
Fitting clothing onto Lorenzo/Loretta LoRezOne option would be to use Genesis 3 figures instead of Loretta and Lorenzo. At base resolution they are only 20K polys, which is 4 times that of Loretta and Lorenzo. That may sound a lot, but 20K is still not that much, and in reality the texture files that come with figures/clothing use far more RAM/VRAM that the mesh does. It you own decimator, you could reduce Genesis 3 to 10K or lower.
I don't have Decimator and i'ts way beyond my budget right now, unfortunally. The LoRez have just the morphs/shapes/mats I need for this project.
If you go this route, then you should reduce the resolution of the skin and other textures for the Genesis 3 figure, down to 1Kx1K, instead of the normal 4Kx4K. If you own https://www.daz3d.com/scene-optimizer this is very easy to do, but there are other ways to do this. You should also reduce the textures sizes of any clothing fit to the figures, and hair textures.
Don't own the optimizer either but easely done in Gimp;) Just takes some time to get it done.
By using the Genesis 3 figure you have will a vast wardrobe of easily fit clothing available to you.
Yes that is true. I just don't own anything for G3 except for the starter pack stuff, as I mainly use G1 and have pretty much every morph, clothing and skin ever made for M4 V4 andV5 uv maps;)
Anyway I really appreciate you taking the time to make couple of suggestions, though I think I go the LoRez route and see where it leads me, thanks!
Naturally all my comments regarding Genesis 3 could also apply to Genesis, albeit it is a slightly higher polycount (22K, I think).
I understand that you wish to remain with Loretta/Lorenzo if that is what you have been aiming for (particularly if you have already set up the animations for them), but for background characters now I would use one of the Genesis figures, for exactly the reason you bought up, the lack of a decent wardrobe. The Genesis figures also look a lot better, and properly optimized should only require slightly more memory. I have Loretta/Lorenzo aswell, and I have used them as background characters, but even in this role thet don't look great, and I struggle to adjust them so that don't look like a bunch of clones. Clearly, with the multitude of available head/body morphs, making the Genesis line of figures look distinct is much easier.
I hear you, especially the women look very scary
. And there's also the hair problem, I've parented different scull caps to the head of the males and as background characters it works ok. And short hairstyles for women is pretty easy to make work. Also converting the ones closest to the camera to subD helps a lot.I did render a scene with 20 G3F figures using just 8 GB of system RAM and 3GB of VRAM, and it rendered pretty fast. Of course for an animation you will want each frame to render very quickly.
I'll be rendering in 3DL so the scenes don't need to fit a GPU, so not a big problem.
I do recommend Scene Optimizer, it is worth picking up when it is on sale.
Yes I have it wishlisted, read through the product description once again and will have to get it eventually.
And I've made some animation presets for the LoRez's that work ok, and I have been working a lot with Gen1 so guess I will have to think it over one more time. I'll start off by making that clone to see if I can get it to work and then I will decide what to do. Thanks for the input!
Matching collar to catYes save yourself an asset. Then you can save it as a WearAble Preset but wait this requiers a Triax Weight Map figure - that the milcat isnt..?
Another cheap trick would be to "Apply Smoothink Modifier" to the collar and in the Paramerter pane of the collar search for General/Mesh Smoothing/Collision then set the Collision Item to the cat Figure then tweak the settings of the Properties Collision / Smoothing Iterations. First go higher with the Collision value until the collar dont intersect with the cat then go higher with the Smoothing value until the collar is less distorted.
Also with the collar selected you can add D-Former(s) to possition and manipulate the shape with these - this is a bit complicated but works together with the Smoothing Modifier.
Once the collar fits the cat - make everything invisible but the collar - make shure its set to "Mesh Resolution base Geomety" and export an OBJ-Morph.
Finaly make everythin visible again - disalble Smoothing Modifier and D-Formers in the Paramerters pane and load your OBJ-Morph fitting shape back to the collar with Morphloader Pro - Done.
And dont forget so save your new Morph shape with File>Save As>Support Asset>Morph Asset.
i13 Steakhouse Server Outfit problemsMaybe it's just intersecting, I can't decide from your image. If the tie has a bone or morph to pull it forward try that. Also, are you using the Aiko 7 full shape or just the body?
Fitting clothing onto Lorenzo/Loretta LoRezOne option would be to use Genesis 3 figures instead of Loretta and Lorenzo. At base resolution they are only 20K polys, which is 4 times that of Loretta and Lorenzo. That may sound a lot, but 20K is still not that much, and in reality the texture files that come with figures/clothing use far more RAM/VRAM that the mesh does. It you own decimator, you could reduce Genesis 3 to 10K or lower.
I don't have Decimator and i'ts way beyond my budget right now, unfortunally. The LoRez have just the morphs/shapes/mats I need for this project.
If you go this route, then you should reduce the resolution of the skin and other textures for the Genesis 3 figure, down to 1Kx1K, instead of the normal 4Kx4K. If you own https://www.daz3d.com/scene-optimizer this is very easy to do, but there are other ways to do this. You should also reduce the textures sizes of any clothing fit to the figures, and hair textures.
Don't own the optimizer either but easely done in Gimp;) Just takes some time to get it done.
By using the Genesis 3 figure you have will a vast wardrobe of easily fit clothing available to you.
Yes that is true. I just don't own anything for G3 except for the starter pack stuff, as I mainly use G1 and have pretty much every morph, clothing and skin ever made for M4 V4 andV5 uv maps;)
Anyway I really appreciate you taking the time to make couple of suggestions, though I think I go the LoRez route and see where it leads me, thanks!
Naturally all my comments regarding Genesis 3 could also apply to Genesis, albeit it is a slightly higher polycount (22K, I think).
I understand that you wish to remain with Loretta/Lorenzo if that is what you have been aiming for (particularly if you have already set up the animations for them), but for background characters now I would use one of the Genesis figures, for exactly the reason you bought up, the lack of a decent wardrobe. The Genesis figures also look a lot better, and properly optimized should only require slightly more memory. I have Loretta/Lorenzo aswell, and I have used them as background characters, but even in this role thet don't look great, and I struggle to adjust them so that don't look like a bunch of clones. Clearly, with the multitude of available head/body morphs, making the Genesis line of figures look distinct is much easier.
I did render a scene with 20 G3F figures using just 8 GB of system RAM and 3GB of VRAM, and it rendered pretty fast. Of course for an animation you will want each frame to render very quickly.
I do recommend Scene Optimizer, it is worth picking up when it is on sale.
Updated Dogs, Cats, newborns, toddlers and babies of all ethnicitiesOof, those lashes in the promos need to be longer. Babies have smaller eyes but their lashes still grow the same length, short lashes look like freaky adult eyes.
Morph looks surprisingly good, I wish there was a clay render.
Fitting clothing onto Lorenzo/Loretta LoRezOne option would be to use Genesis 3 figures instead of Loretta and Lorenzo. At base resolution they are only 20K polys, which is 4 times that of Loretta and Lorenzo. That may sound a lot, but 20K is still not that much, and in reality the texture files that come with figures/clothing use far more RAM/VRAM that the mesh does. It you own decimator, you could reduce Genesis 3 to 10K or lower.
I don't have Decimator and i'ts way beyond my budget right now, unfortunally. The LoRez have just the morphs/shapes/mats I need for this project.
If you go this route, then you should reduce the resolution of the skin and other textures for the Genesis 3 figure, down to 1Kx1K, instead of the normal 4Kx4K. If you own https://www.daz3d.com/scene-optimizer this is very easy to do, but there are other ways to do this. You should also reduce the textures sizes of any clothing fit to the figures, and hair textures.
Don't own the optimizer either but easely done in Gimp;) Just takes some time to get it done.
By using the Genesis 3 figure you have will a vast wardrobe of easily fit clothing available to you.
Yes that is true. I just don't own anything for G3 except for the starter pack stuff, as I mainly use G1 and have pretty much every morph, clothing and skin ever made for M4 V4 andV5 uv maps;)
Anyway I really appreciate you taking the time to make couple of suggestions, though I think I go the LoRez route and see where it leads me, thanks!
How to Use dForce: Creating a Blanket, Draping Clothes on Furniture, and Much More [Commercial]I like to point out other threads were people have applied dForce in unique ways. @Divamakeup posted using dForce on G8F bodies to make "soft" bodies. Here's the start of her discussion. Be sure to read through the next page or two of that discussion as it unfolds.
@algovincian replied to that thread and shared a link to a post on using dForce to avoid "cling wrapped" shirts. So often you see conforming women's shirts that tightly hug the breasts, totally unlike real life. This post will walk you through setting up the animated timeline, weight mapping, and how to turn the result into a morph.
Good stuff is happening!
i13 Steakhouse Server Outfit problemsHow are you sizing the breasts? It looks as if you are using a morph that isn't directly supported, so you get the auto-project version. I don't know is a bit of negative Breasts Cleavage aplied to the shirt itself might help (that's listed as a supported shape).
Philemo ☼ Alembic importer still possible?is a sort of obj with animated morph series
It's like the .MDD plugin (Lightwave format for animation), Fenric has made a good plugin for Carrara (for use with Marvelous Designer, C4D, for ex.).
Alembic is more recent and could be useful with Realflow.
i13 Steakhouse Server Outfit problemsI finally bit the bullet and bought I13's Steakhouse Server Outfit because the promo shots looked like it was exactly what I needed... I loaded it up, and while the blouse looks great, the tie scrunchs up between the breasts. I seem to have this problem with all ties. In the promo shot, the tie lies flat, even with large breasts.
Does anyone have an idea how to fix this? I've tried fit it to the blouse, and that doesn't work. The included breast morph just seems to lift the tie up away from the breasts.
Daz 3D Introduces dForce Physics EngineWell hopefully they will update how their characters work and they'll come with multiple weight maps that adjust in values & volume distributions, eg change the percentage of lean body mass vs fat in the body for the different areas, with 'morph dials' but that's pretty major work. That's something that is sort of like PBR materials for realistic rendering. They'll be known values that can be collected and integrated into the 3D models for everybody in advance of purchasing the character models. Maybe in Genesis 9. I did a DexaScan in November that showed such fat, lean muscle mass information and it was pretty neat. It would be nice if DAZ models had morph dials where you could dial that sort of information in and it would adjust the appropriate shape morphs and weigh maps and surfaces maps.
Well you can already (with the weight influence maps) paint in how squishy an area is. For instance on the full body map I did I made the breasts and lower glutes full red, while the rest of the body was full blue or very light purple. Farther adjustments can be made with the dynamic strength and other settings under the Surfaces tab. With a larger character you could paint full red to the belly area and any other more squishy parts and adjust the dynamic strength under Surfaces. :) I know it's not perfect, but for now it's not too shabby at all! heheh
I haven't tried doing anything with weight maps other than the Influence Weights, but the New dForce Weight Node adds weight maps for things like friction stiffness, etc. Don't have the beast on, but I think I have an image showing all the maps. I'll attach it here as soon as I find it. Anyway, learning how to use these other maps will really open up dForce.
Okay, it was in my private gallery, so I'll embed it instead:

Yeah, one of these days I'm going to need to experiment with all the different maps and see what all they do. I totally agree - it will really open dForce up a lot more once we get more of a handle on it! :D Daz has done a really cool job with the creation of this new tool. It's quite powerful and I have a feeling we are barely scratching the surface with all that it will eventually be proven to be able to do! :D
If they stopped development right now, that would still be true, (imo, of course.) But Daz is continuing to develop dForce. Daz Studio Build number 4.10.0.119 in the Change Log shows: "Update to dForce 1.0.0.25" the change log is currently up to 4.10.0.121.
Can you imagine what dForce will do when dForce hits version 3 or 4. Holy wow. I can hardly wait.
Oh my! I didn't know that! That's great news and quite exciting!
Daz 3D Introduces dForce Physics EngineWell hopefully they will update how their characters work and they'll come with multiple weight maps that adjust in values & volume distributions, eg change the percentage of lean body mass vs fat in the body for the different areas, with 'morph dials' but that's pretty major work. That's something that is sort of like PBR materials for realistic rendering. They'll be known values that can be collected and integrated into the 3D models for everybody in advance of purchasing the character models. Maybe in Genesis 9. I did a DexaScan in November that showed such fat, lean muscle mass information and it was pretty neat. It would be nice if DAZ models had morph dials where you could dial that sort of information in and it would adjust the appropriate shape morphs and weigh maps and surfaces maps.
Well you can already (with the weight influence maps) paint in how squishy an area is. For instance on the full body map I did I made the breasts and lower glutes full red, while the rest of the body was full blue or very light purple. Farther adjustments can be made with the dynamic strength and other settings under the Surfaces tab. With a larger character you could paint full red to the belly area and any other more squishy parts and adjust the dynamic strength under Surfaces. :) I know it's not perfect, but for now it's not too shabby at all! heheh
I haven't tried doing anything with weight maps other than the Influence Weights, but the New dForce Weight Node adds weight maps for things like friction stiffness, etc. Don't have the beast on, but I think I have an image showing all the maps. I'll attach it here as soon as I find it. Anyway, learning how to use these other maps will really open up dForce.
Okay, it was in my private gallery, so I'll embed it instead:

Yeah, one of these days I'm going to need to experiment with all the different maps and see what all they do. I totally agree - it will really open dForce up a lot more once we get more of a handle on it! :D Daz has done a really cool job with the creation of this new tool. It's quite powerful and I have a feeling we are barely scratching the surface with all that it will eventually be proven to be able to do! :D
If they stopped development right now, that would still be true, (imo, of course.) But Daz is continuing to develop dForce. Daz Studio Build number 4.10.0.119 in the Change Log shows: "Update to dForce 1.0.0.25" the change log is currently up to 4.10.0.121.
Can you imagine what dForce will do when dForce hits version 3 or 4. Holy wow. I can hardly wait.
Daz 3D Introduces dForce Physics EngineWell hopefully they will update how their characters work and they'll come with multiple weight maps that adjust in values & volume distributions, eg change the percentage of lean body mass vs fat in the body for the different areas, with 'morph dials' but that's pretty major work. That's something that is sort of like PBR materials for realistic rendering. They'll be known values that can be collected and integrated into the 3D models for everybody in advance of purchasing the character models. Maybe in Genesis 9. I did a DexaScan in November that showed such fat, lean muscle mass information and it was pretty neat. It would be nice if DAZ models had morph dials where you could dial that sort of information in and it would adjust the appropriate shape morphs and weigh maps and surfaces maps.
Well you can already (with the weight influence maps) paint in how squishy an area is. For instance on the full body map I did I made the breasts and lower glutes full red, while the rest of the body was full blue or very light purple. Farther adjustments can be made with the dynamic strength and other settings under the Surfaces tab. With a larger character you could paint full red to the belly area and any other more squishy parts and adjust the dynamic strength under Surfaces. :) I know it's not perfect, but for now it's not too shabby at all! heheh
I haven't tried doing anything with weight maps other than the Influence Weights, but the New dForce Weight Node adds weight maps for things like friction stiffness, etc. Don't have the beast on, but I think I have an image showing all the maps. I'll attach it here as soon as I find it. Anyway, learning how to use these other maps will really open up dForce.
Okay, it was in my private gallery, so I'll embed it instead:

Yeah, one of these days I'm going to need to experiment with all the different maps and see what all they do. I totally agree - it will really open dForce up a lot more once we get more of a handle on it! :D Daz has done a really cool job with the creation of this new tool. It's quite powerful and I have a feeling we are barely scratching the surface with all that it will eventually be proven to be able to do! :D
Daz 3D Introduces dForce Physics EngineWell hopefully they will update how their characters work and they'll come with multiple weight maps that adjust in values & volume distributions, eg change the percentage of lean body mass vs fat in the body for the different areas, with 'morph dials' but that's pretty major work. That's something that is sort of like PBR materials for realistic rendering. They'll be known values that can be collected and integrated into the 3D models for everybody in advance of purchasing the character models. Maybe in Genesis 9. I did a DexaScan in November that showed such fat, lean muscle mass information and it was pretty neat. It would be nice if DAZ models had morph dials where you could dial that sort of information in and it would adjust the appropriate shape morphs and weigh maps and surfaces maps.
Well you can already (with the weight influence maps) paint in how squishy an area is. For instance on the full body map I did I made the breasts and lower glutes full red, while the rest of the body was full blue or very light purple. Farther adjustments can be made with the dynamic strength and other settings under the Surfaces tab. With a larger character you could paint full red to the belly area and any other more squishy parts and adjust the dynamic strength under Surfaces. :) I know it's not perfect, but for now it's not too shabby at all! heheh
I haven't tried doing anything with weight maps other than the Influence Weights, but the New dForce Weight Node adds weight maps for things like friction stiffness, etc. Don't have the beast on, but I think I have an image showing all the maps. I'll attach it here as soon as I find it. Anyway, learning how to use these other maps will really open up dForce.
Okay, it was in my private gallery, so I'll embed it instead:
Daz 3D Introduces dForce Physics EngineWell hopefully they will update how their characters work and they'll come with multiple weight maps that adjust in values & volume distributions, eg change the percentage of lean body mass vs fat in the body for the different areas, with 'morph dials' but that's pretty major work. That's something that is sort of like PBR materials for realistic rendering. They'll be known values that can be collected and integrated into the 3D models for everybody in advance of purchasing the character models. Maybe in Genesis 9. I did a DexaScan in November that showed such fat, lean muscle mass information and it was pretty neat. It would be nice if DAZ models had morph dials where you could dial that sort of information in and it would adjust the appropriate shape morphs and weigh maps and surfaces maps.
Well you can already (with the weight influence maps) paint in how squishy an area is. For instance on the full body map I did I made the breasts and lower glutes full red, while the rest of the body was full blue or very light purple. Farther adjustments can be made with the dynamic strength and other settings under the Surfaces tab. With a larger character you could paint full red to the belly area and any other more squishy parts and adjust the dynamic strength under Surfaces. :) I know it's not perfect, but for now it's not too shabby at all! heheh
Daz 3D Introduces dForce Physics EngineWell hopefully they will update how their characters work and they'll come with multiple weight maps that adjust in values & volume distributions, eg change the percentage of lean body mass vs fat in the body for the different areas, with 'morph dials' but that's pretty major work. That's something that is sort of like PBR materials for realistic rendering. They'll be known values that can be collected and integrated into the 3D models for everybody in advance of purchasing the character models. Maybe in Genesis 9. I did a DexaScan in November that showed such fat, lean muscle mass information and it was pretty neat. It would be nice if DAZ models had morph dials where you could dial that sort of information in and it would adjust the appropriate shape morphs and weigh maps and surfaces maps.
Matching collar to catthe trouble with converting the milcat to weightmapping and using the transfer utility is it will take on any morphs and distort,
it is not a conforming clothing
propping it still the best option but smart propping will help
parent it to the cat's neck and save as support asset with parenting checked and follower assessory neck
3D Art Freebie Challenge-November 2017-Winners Announced-Remembering the Fallen -Entries Thread OnlyDAZ 3D Art Freebie Challenge November 2017
"Remembering the Fallen""Those of Us Left"
Free stuff
Genesis 8 model,
SubDragonLE - came with 4.10
Dragon poses - Anton's dragon poses - http://www.fantasy3d.com/pfiles/dl.cgi?dir=characters&char=Other Characters:Dragon
Spear - https://www.daz3d.com/the-malaik-lance
Sword - http://www.sharecg.com/v/69647/browse/11/Poser/Sword-pack-ver-2
Fir Trees - http://www.morphography.uk.vu/dlheidi.htmlOutfit
Bardot Skirt (used with chain texture, though you can't really see it in this render) - from Dforce starter essentials
Little Black Dress - https://www.most-digital-creations.com/little_black_dress_g8.htm
Boots and Top - Ghastly's - http://www.sharecg.com/v/71947/view/21/DAZ-Studio/Ghastlys-Skimptastic-Battle-Outfit-Genesis-1?interstitial_displayed=Yes
Cape - Dark Storm Arm Armor - from Genesis 3 Female Starter essentials
Leopard prints - https://danielak.deviantart.com/art/Reptile-Skins-and-Animal-Fur-146421123
Most fabrics - Iray leather shader, colored, modified for fursPaid stuff
Terradome 3, using snow texture.
HSTW Body Morph Kit,
HSTW Head Morph Kit.
Victoria 5 Elite Ponytail.














