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Multi-Man for Genesis 3 Male, Is there a Female Companion in the Works?
It has more to do with the characters in that set are very stylized in a way that can't be replicated with morph dials (and at least two of them are "similar" to characters from certain CG Hollywood movies)...
That being said... I hope there is a set for either G3F or G8F that will have female toons that match those male toons.
Promo Pic 1 = similar to Mr Incredible
Promo Pic 2 = similar to Dr Groo
Promo Pic 3 = similar to ?
Promo Pic 4 = similar to ?
Promo Pic 5 = similar to ?Anyone else want to chime in on who the other three are based on?
Well, there are eight characters in the product insert photos and while the first one definitely has a (young) Mr. Incredible look, # two is obviously Gru. Of the others:
Pic 3 is a dead ringer for Syndrome, the main villain from the first Incredibles.
Pic 4 is an Aardman animation character (Wallace and Grommet)
No clue on Pic 5, though I get a strange Dreamworks vibe off of him.
Not sure on six and seven, but pic 6 seems to be a non-obese human from Wall-E. I don't see every animated film that comes out so these could be dead on likenesses for something I've just not seen yet.
Finally, my first instinct on Pic 8 was that he felt as though he came from the CG TinTin film. After looking at him a bit, though, I realized that with a cleft jaw and swollen forearms, he's basically a semi-realistic version of Popeye.
Shape Shift for Genesis 8 (Commercial)I have your last two shape shift products and while I love them to bits, it's getting harder to justify spending on a new version (not just this, but everything) for a new figure every two years. I guess I need to have a 3-4 month buying time right after a figure release to get everything so I can have time to actually use my purchases in the future, LOL.
Anyway, great work as usual!
For me, the strategy is to be very selective in the initial phase here. Morph sets are essential so I have to get them. For my money I think morphs are one thing that you absolutely must have to really make a figure usable and I am not going to make my own. I know, you can transfer from older generations but it's not perfect (especially since there is no GenX for G8F and I fear there may never be one now). Besides, certain PAs here deserve the support in my opinion because of the quality and value. Zev0 is one of them.
I'm concentrating on reuse of older content while I get familiar with the model. If I decide I love G8F, once prices drop (like say October when the big annual sale hits) I will begin to spend on other content. So based on that philosophy so far I have only bought V8 and the head and body morphs for G8F. I will buy G8F Shape Shift right away. But no clothing sets as yet, one character only because I really liked the texture and it was priced well. For the time being.
Shape Shift, Growing Up, the base morph packages and a few selected transfers from G3F and I'm good 'til the fall!
I'll be doing much the same thing. I have an insane number of G3F charcters and the textures for all but a handfull will work on G8F. The big hold up for me will be Growing Up 8, as I tend to roll a little of GU into most of my characters these days since the majority of base DAZ females are a bit too statuesque in their proportions for my taste.
Show Us Your Iray Renders. Part VIVictoria 8 (with minor morph mods and my shader settings) relaxing in the great new set by Jack Tomalin - Deco Downtime.

now that is pretty.
Multi-Man for Genesis 3 Male, Is there a Female Companion in the Works?Since no one has mentioned it yet, if you have GenX2 you can also simply transfer the G3M morphs over to G3F and then cross-mix them with the other female morphs. I've been matching 'mateless' characters like that for years now and it usually only takes a small amount of the donor morphs from the opposite sex to make the characters all appear to come from the same DNA pool... though, granted, with the Morpheous morphs I would imagine the results are going to be closer to the lines of the female Despicable Me characters than something in the Jessica Rabbit mode.
All that said, I can't imagine that there isn't a female version in the works, though it wouldn't surprise me if DAZ dropped her out for Genesis 8 rather than G3F.
why does 8 look like 3? why lower poly, when we had the decimator?Remember that part of the reduction is the removal of the lash and tear geometry
A valid point Richard, but it doesn't answer the question of why is there a move towards less geometry (available to the normal user) rather than more. Computing power via GPU's has increased dramatically in recent years, easily able to cope with doubling the number of polygons, or trippling it to bring the Genesis figures back to the level of V4. Our computers coped with V4/M4 well enough back when V4/M4 were new. Modern computers would easily cope. I don't dispute that sub-division on the fly is a more efficient method than fixed polygon figures, but I find this unacceptable when it comes at the cost of the vast majority of users not having access to sub-division when it comes to making their own morphs. One can hardly be blamed for thinking that DAZ are creating a two tier system. The normal user who has to make do with an ever deminishing base resolution and the elite users (PAs) who have access to as much sub-division as they want or feel is necessary.
An advantage is that it is possible to get better bends by deforming a lower polygon mesh and then SubDing it, compared to working with a higher rsolution base mesh - for example, it avoids crunching on the inside of a bend.
Yes, that's great. I like that kind of improvement, but not when it comes at the cost of reducing the ability of the average user to create high resolution morphs by sculpting the mesh, using his/her prefered technique. What is the point of making morphs work better, if you can't make as nice morphs.
My general point is; by all means reduce the base rez, but if you are going to do so, then allow ALL users the ability to sculpt morphs at the resolution they wish to use. I understand that the actual difference between G8 polycount and G3 polycount is small, but what concerns me is the constant downward trend combined with no access to sub-division of the hobbyist to sculpt morphs.
Again, no one sculpts at high resolution; we all sculpt at low resolution and add details to that. That low poly cage drives everything in genesis so you can't bypass it. This argument advocates for a beginning step that no one that works with genesis does or is able to do. I'm working on a project now and i'm only making those morphs using the low poly mesh because that's what Genesis will accept for morphs without triggering a vertex error.
My goodness, that's a sweeping statement. "..no one.." I assume you have asked everyone on the planet then. "...we all.." who are we? Your argument seems to suggest that sculpting at low rez is always better than high rez, in any and all situations. Do you recommend sculpting a cube to get the most realistic figure shape? I fully understand that sculpting the base rez character is where to start, but apparently you fail to understand that sculpting at higher rez is useful for adding details and getting subtle curves and shapes not possible at base rez. I understand that details may also be added via displacement maps but you seem to be unable to accept that not everyone prefers that workflow. Are you suggesting that art and creativity must always follow the same fixed route, that there is only one way to produce art? I would say that was a recipe for stagnation.
My statement comes for the topic at hand: Sculpting morphs for genesis. And that's exactly what the PAs and DAZ3D does. You're talking about sculpting details in high poly, but that comes AFTER you make your base morph in LOW poly because that's the steps to do it in genesis. You may not prefer to do that, but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis, there is only a detail step afterwards, so your learning starts there. Most zbrush tutorials on making characters always start with a low poly mesh to get the base done then they switch to high poly for the details afterwards yet their creativity stays intact. Even artists in traditional mediums have a followed workflow to translate their creativity into a desired result. This is no different, except for this is software and it requires specific steps to get started otherwise you get errors, not creativity.
"..but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis.." That is a business model choice not an artistic one or even primarily a technical one.
Sorry that's incorrect, feel free to look at the hundreds of videos and tutorials and professionals doing this very same method. Claiming otherwise is terribly misinformed, but if you want to believe otherwise that's your choice. You simply can't complain when your efforts don't work when you could have spent that time doing it as it's supposed to be done. To think about it, what do you think everyone was doing when Genesis 1 and 2 were released? There was not a high poly sculpt to be found in figures and the characters and creatures that were released with displacement maps, yet the store was filled with products and the poly counts are about 1K more. There was no HD tool back then.
Good luck again with it.
why does 8 look like 3? why lower poly, when we had the decimator?Remember that part of the reduction is the removal of the lash and tear geometry
A valid point Richard, but it doesn't answer the question of why is there a move towards less geometry (available to the normal user) rather than more. Computing power via GPU's has increased dramatically in recent years, easily able to cope with doubling the number of polygons, or trippling it to bring the Genesis figures back to the level of V4. Our computers coped with V4/M4 well enough back when V4/M4 were new. Modern computers would easily cope. I don't dispute that sub-division on the fly is a more efficient method than fixed polygon figures, but I find this unacceptable when it comes at the cost of the vast majority of users not having access to sub-division when it comes to making their own morphs. One can hardly be blamed for thinking that DAZ are creating a two tier system. The normal user who has to make do with an ever deminishing base resolution and the elite users (PAs) who have access to as much sub-division as they want or feel is necessary.
An advantage is that it is possible to get better bends by deforming a lower polygon mesh and then SubDing it, compared to working with a higher rsolution base mesh - for example, it avoids crunching on the inside of a bend.
Yes, that's great. I like that kind of improvement, but not when it comes at the cost of reducing the ability of the average user to create high resolution morphs by sculpting the mesh, using his/her prefered technique. What is the point of making morphs work better, if you can't make as nice morphs.
My general point is; by all means reduce the base rez, but if you are going to do so, then allow ALL users the ability to sculpt morphs at the resolution they wish to use. I understand that the actual difference between G8 polycount and G3 polycount is small, but what concerns me is the constant downward trend combined with no access to sub-division of the hobbyist to sculpt morphs.
Again, no one sculpts at high resolution; we all sculpt at low resolution and add details to that. That low poly cage drives everything in genesis so you can't bypass it. This argument advocates for a beginning step that no one that works with genesis does or is able to do. I'm working on a project now and i'm only making those morphs using the low poly mesh because that's what Genesis will accept for morphs without triggering a vertex error.
My goodness, that's a sweeping statement. "..no one.." I assume you have asked everyone on the planet then. "...we all.." who are we? Your argument seems to suggest that sculpting at low rez is always better than high rez, in any and all situations. Do you recommend sculpting a cube to get the most realistic figure shape? I fully understand that sculpting the base rez character is where to start, but apparently you fail to understand that sculpting at higher rez is useful for adding details and getting subtle curves and shapes not possible at base rez. I understand that details may also be added via displacement maps but you seem to be unable to accept that not everyone prefers that workflow. Are you suggesting that art and creativity must always follow the same fixed route, that there is only one way to produce art? I would say that was a recipe for stagnation.
My statement comes for the topic at hand: Sculpting morphs for genesis. And that's exactly what the PAs and DAZ3D does. You're talking about sculpting details in high poly, but that comes AFTER you make your base morph in LOW poly because that's the steps to do it in genesis. You may not prefer to do that, but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis, there is only a detail step afterwards, so your learning starts there. Most zbrush tutorials on making characters always start with a low poly mesh to get the base done then they switch to high poly for the details afterwards yet their creativity stays intact. Even artists in traditional mediums have a followed workflow to translate their creativity into a desired result. This is no different, except for this is software and it requires specific steps to get started otherwise you get errors, not creativity.
"..but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis.." That is a business model choice not an artistic one or even primarily a technical one.
Even the best zBrush artists I've seen on YouTube almost without exception start with a very basic model before making it more detailed; most times they add polygons without adding subdivision and if they do apply that, it's usually only long enough to see how the mesh looks and they go back to a lower poly-count to work. It's only once they are satisfied with everything at low poly that they move up.
Morph/Shaping LimitsOne thing to watch - not every slider is itself the morph, some are cotrnollers (for other morphs or for joint transforms) and in those cases adjusting the limits on the control slider may not work if the controlled sliders are themselves limited. There may also be cases where the properties need to be limited becasue they would do weird things below (or above) zero.
why does 8 look like 3? why lower poly, when we had the decimator?Remember that part of the reduction is the removal of the lash and tear geometry
A valid point Richard, but it doesn't answer the question of why is there a move towards less geometry (available to the normal user) rather than more. Computing power via GPU's has increased dramatically in recent years, easily able to cope with doubling the number of polygons, or trippling it to bring the Genesis figures back to the level of V4. Our computers coped with V4/M4 well enough back when V4/M4 were new. Modern computers would easily cope. I don't dispute that sub-division on the fly is a more efficient method than fixed polygon figures, but I find this unacceptable when it comes at the cost of the vast majority of users not having access to sub-division when it comes to making their own morphs. One can hardly be blamed for thinking that DAZ are creating a two tier system. The normal user who has to make do with an ever deminishing base resolution and the elite users (PAs) who have access to as much sub-division as they want or feel is necessary.
An advantage is that it is possible to get better bends by deforming a lower polygon mesh and then SubDing it, compared to working with a higher rsolution base mesh - for example, it avoids crunching on the inside of a bend.
Yes, that's great. I like that kind of improvement, but not when it comes at the cost of reducing the ability of the average user to create high resolution morphs by sculpting the mesh, using his/her prefered technique. What is the point of making morphs work better, if you can't make as nice morphs.
My general point is; by all means reduce the base rez, but if you are going to do so, then allow ALL users the ability to sculpt morphs at the resolution they wish to use. I understand that the actual difference between G8 polycount and G3 polycount is small, but what concerns me is the constant downward trend combined with no access to sub-division of the hobbyist to sculpt morphs.
Again, no one sculpts at high resolution; we all sculpt at low resolution and add details to that. That low poly cage drives everything in genesis so you can't bypass it. This argument advocates for a beginning step that no one that works with genesis does or is able to do. I'm working on a project now and i'm only making those morphs using the low poly mesh because that's what Genesis will accept for morphs without triggering a vertex error.
My goodness, that's a sweeping statement. "..no one.." I assume you have asked everyone on the planet then. "...we all.." who are we? Your argument seems to suggest that sculpting at low rez is always better than high rez, in any and all situations. Do you recommend sculpting a cube to get the most realistic figure shape? I fully understand that sculpting the base rez character is where to start, but apparently you fail to understand that sculpting at higher rez is useful for adding details and getting subtle curves and shapes not possible at base rez. I understand that details may also be added via displacement maps but you seem to be unable to accept that not everyone prefers that workflow. Are you suggesting that art and creativity must always follow the same fixed route, that there is only one way to produce art? I would say that was a recipe for stagnation.
My statement comes for the topic at hand: Sculpting morphs for genesis. And that's exactly what the PAs and DAZ3D does. You're talking about sculpting details in high poly, but that comes AFTER you make your base morph in LOW poly because that's the steps to do it in genesis. You may not prefer to do that, but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis, there is only a detail step afterwards, so your learning starts there. Most zbrush tutorials on making characters always start with a low poly mesh to get the base done then they switch to high poly for the details afterwards yet their creativity stays intact. Even artists in traditional mediums have a followed workflow to translate their creativity into a desired result. This is no different, except for this is software and it requires specific steps to get started otherwise you get errors, not creativity.
"..but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis.." That is a business model choice not an artistic one or even primarily a technical one.
Multi-Man for Genesis 3 Male, Is there a Female Companion in the Works?Making toon type characters isn't really hard, as long as you have a base toon figure like The Girl or Star 2. :)
True, but Morpheus expands the range, and a "morphette" would do the same for femaies. The more possibilities, the better, and sometimes you can't quite match a style. We didn't have a decent Daz-built match for The Girl or The Girl 4 until Guy 7. It was possible to morph other male characters, but they never seemed quite right.
That said, I too would like to know if a female set is in the works. I'd purchase it for the new toon skins alone. A nice add-on to both male and female toons would be 3DL toon skins with different shades (we have lots of iRay, some toon 3DL sets would be an instant purchase for me).
-- Walt Sterdan
Morph/Shaping LimitsJust a tip which most of you probably already know....
You can turn off the default limits to shaping morphs if you feel they don't go quite far enough. For example if the hair length morph that comes with the hair doesn't make it long enough, just look for the little gear-shaped icon on the morph slider, click on it, select Parameter Settings, and uncheck the "Use LImits" checkbox. That will allow you to go beyond +/- 100% of the morph.
Very useful, IMO. I've found that the G3 morphs seemed to be very limited in many ways, so I tend to uncheck this quite often. Heck, you can't even stick a character's tongue out with the supplied morphs as far as I can tell, but if you turn off limits you can.
Just be careful about going too far and deforming the mesh it ways that weren't intended and getting some nasty results.
why does 8 look like 3? why lower poly, when we had the decimator?Remember that part of the reduction is the removal of the lash and tear geometry
A valid point Richard, but it doesn't answer the question of why is there a move towards less geometry (available to the normal user) rather than more. Computing power via GPU's has increased dramatically in recent years, easily able to cope with doubling the number of polygons, or trippling it to bring the Genesis figures back to the level of V4. Our computers coped with V4/M4 well enough back when V4/M4 were new. Modern computers would easily cope. I don't dispute that sub-division on the fly is a more efficient method than fixed polygon figures, but I find this unacceptable when it comes at the cost of the vast majority of users not having access to sub-division when it comes to making their own morphs. One can hardly be blamed for thinking that DAZ are creating a two tier system. The normal user who has to make do with an ever deminishing base resolution and the elite users (PAs) who have access to as much sub-division as they want or feel is necessary.
An advantage is that it is possible to get better bends by deforming a lower polygon mesh and then SubDing it, compared to working with a higher rsolution base mesh - for example, it avoids crunching on the inside of a bend.
Yes, that's great. I like that kind of improvement, but not when it comes at the cost of reducing the ability of the average user to create high resolution morphs by sculpting the mesh, using his/her prefered technique. What is the point of making morphs work better, if you can't make as nice morphs.
My general point is; by all means reduce the base rez, but if you are going to do so, then allow ALL users the ability to sculpt morphs at the resolution they wish to use. I understand that the actual difference between G8 polycount and G3 polycount is small, but what concerns me is the constant downward trend combined with no access to sub-division of the hobbyist to sculpt morphs.
Again, no one sculpts at high resolution; we all sculpt at low resolution and add details to that. That low poly cage drives everything in genesis so you can't bypass it. This argument advocates for a beginning step that no one that works with genesis does or is able to do. I'm working on a project now and i'm only making those morphs using the low poly mesh because that's what Genesis will accept for morphs without triggering a vertex error.
My goodness, that's a sweeping statement. "..no one.." I assume you have asked everyone on the planet then. "...we all.." who are we? Your argument seems to suggest that sculpting at low rez is always better than high rez, in any and all situations. Do you recommend sculpting a cube to get the most realistic figure shape? I fully understand that sculpting the base rez character is where to start, but apparently you fail to understand that sculpting at higher rez is useful for adding details and getting subtle curves and shapes not possible at base rez. I understand that details may also be added via displacement maps but you seem to be unable to accept that not everyone prefers that workflow. Are you suggesting that art and creativity must always follow the same fixed route, that there is only one way to produce art? I would say that was a recipe for stagnation.
My statement comes for the topic at hand: Sculpting morphs for genesis. And that's exactly what the PAs and DAZ3D does. You're talking about sculpting details in high poly, but that comes AFTER you make your base morph in LOW poly because that's the steps to do it in genesis. You may not prefer to do that, but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis, there is only a detail step afterwards, so your learning starts there. Most zbrush tutorials on making characters always start with a low poly mesh to get the base done then they switch to high poly for the details afterwards yet their creativity stays intact. Even artists in traditional mediums have a followed workflow to translate their creativity into a desired result. This is no different, except for this is software and it requires specific steps to get started otherwise you get errors, not creativity.
Multi-Man for Genesis 3 Male, Is there a Female Companion in the Works?It has more to do with the characters in that set are very stylized in a way that can't be replicated with morph dials (and at least two of them are "similar" to characters from certain CG Hollywood movies)...
That being said... I hope there is a set for either G3F or G8F that will have female toons that match those male toons.
Promo Pic 1 = similar to Mr Incredible
Promo Pic 2 = similar to Dr Gru
Promo Pic 3 = similar to Syndrome?
Promo Pic 4 = Aardman Style (Wallace and Grommet)?
Promo Pic 5 = Maybe the mayor from Cloudy With a Chance of Meatballs?Anyone else want to chime in on who the other three are based on?
Show Us Your Iray Renders. Part VIVictoria 8 (with minor morph mods and my shader settings) relaxing in the great new set by Jack Tomalin - Deco Downtime.
Show Us Your Iray Renders. Part VIHere's a render that I did of G3F. The character is a custom shape made using G3F face and body morphs and the "People of Earth: Faces of Asia" morph pack.
She is a short (about 5' 0") petite Japanese character based on the Guitarist/Singer of the Japanese indie band Go!Go!7188.
JamesJAB's Art Studio Full of Renders and Incomplete Projects!Here's a render that I did of G3F. The character is a custom shape made using G3F face and body morphs and the "People of Earth: Faces of Asia" morph pack.
She is a short (about 5' 0") petite Japanese character based on the Guitarist/Singer of the Japanese indie band Go!Go!7188.
Carrara CHALLENGE - Tomatoes et al #33 Chat Timea morphing cube challenge.....
hmmmm... I may suggest to the winner if they don't want to host to pass it onto Wendy.... this could be interesting

my cube does not morph
but I have another video somewhere .....
"Brace yourself, my dear wallet! There's always another Sale - and Glitches!"All I know is that I checked my value using ATIs plugin again, and it isn't my imagination... prices are up on all DAZ content - my LIST price value is higher than it has ever been, over $28,000 and my current price isn't much lower, I think just under $27,000.
Which would be awesome, if this content had any actual resale value and I could transfer my license to someone else second hand for my library. I'd sell it for $20,000 and make an outrageous profit. :)
It just blows my mind that if someone tried to recreate my content library right now, that is what they would ACTUALLY pay for everything I own - not counting freebies and items from Rendo or other vendors.Beta - G8F Carrara presetHere she is ...
she's bending and morphing,
except the Victoria 8 FBM has an issue in the left toes.
i havent been able to figure it out exactly
V8 Head morph seems okay.they made the eyelashes separate. mebbe a carrara strand hair eyelashes?

install to the content folder where you installed Genesis 8 starter essentials.
**There is no geometry in this file.Requires Genesis 8 starter essentials.
How do you scale down a face?Sculpting a corrective morph in another app and bringing that in would be my guess.
UPDATED: can't autofit V4, V5, V6 clothes to G8Is it possible that autofitting is working properly on victoria 8, but not the base G8 figure I am using?? Could somebody be so kind and test that?Other way round — Autofit is supposed to go from Genesis(whatever) to Genesis8. Once you have the converted clothes in G8 format, the morph for V8 will be automatically generated. Skipping the convert-to-G8 step adds extra complications if you ever want to use the converted clothes on the G8 characters that haven't been released yet.
FWIW, I've converted a lot of clothes for Genesis3 using Autofit, and I always used a plain, unposed, and unmorphed G3F or G3M. I don't think I ever had a problem.
One possible gotcha, are you just autofitting the older clothes then saving the scene containing the clothes and G8F, or are you saving the clothes as a new Support Asset? If you do that, it gives you new saved content that can be used on any G8F base figure or character.












