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Transfer Utility G3F to G8F
Aww, Ty Llynara, glad you like her, the one i tested on is my latest one Gabrielle, as long as the morphs pass testing, i will be for now adding them as a freebee to all my G3F models and updating my older ones to include them. Hopefully this gives my customers time to either save for the new G8 items they want whilst still getting the G3F content they need. As my characters are mostly custom sculpts and rarely rely on dials they should work with the out of the box G8, those that do will need to be tweeked so may take a little longer. i will be posting updates on my Facebook for anyone that want / needs to know more.
@CynderBlue - I'm thinking your beautiful Imani for G3F would look great on G8F or V8. She's on my list to try with the transfer tool if I can figure it out.
Linwelly's GroveI believe the lashes were separated for easier morphing and importing into other programs for that very idea-making morphs without having to fix the lashes and tears after the fact. This way they both follow the morph on the face without having to fiddle with them.
While I can imagine that to be a good reason wouldn't that be true for other "attachments" to the body as well? But then I'm not a character creator and have little knowlege about that part yet.
Linwelly's GroveI believe the lashes were separated for easier morphing and importing into other programs for that very idea-making morphs without having to fix the lashes and tears after the fact. This way they both follow the morph on the face without having to fiddle with them.
Genesis 8 does NOT make Genesis 3 uselessI admit my biggest temptation (other than expressive fun) is the _social_ aspect. I like feeling like a part of what's happening at Daz. By deciding to hold off on any G8 purchases until November, I'm (theoretically) bowing myself out of any new figure-based purchases and limiting myself to props and environments. (I know there will be plenty of 'legacy' releases for a few months, though.... and there's still lots of G3 clothes I want but don't have... blah blah blah.) But the social part of me yearns to be in on the conversation,
And you can be. It was at least 15-18 months before I bought into G3, but there was still no shutting me up in the meantime :)
You can use G3 textures on the free base version of G8, and G3 poses transfer easily enough with a bit of adjustment. Poses and expressions can be created for the figure using the updated PowerPose in Daz Studio too. Many Genesis, G2 and G3 clothes and hair work smoothly via autofit and, as far as I can tell, pretty much all of them do using the simple method outlined in SickleYield's tutorial (I'll be trying that one later). Then there's all the shaders that can be used on the clothing too. That ought to give you plenty to talk about, and all for nothing more than you've already spent :)
Victoria 8
First try transfering a G3F morph to G8F using the manual method that was described here on the forum when G3 first came out.
This is Monique 7. I think she turned out quite well for a first attempt, just a little kinking at the ends of the fingernails.
She looks very good, Redz! Do you have a link to that thread? Would love to try it. Thanks!
She'd look better if I'd remembered to put her lashes back on. This is the original thread https://www.daz3d.com/forums/viewthread/24093/ If I have time tomorrow I may try to write up a quickie updated tutorial. I can share my helper poses/shapes but not I should think, the G8 mesh itself that''s used to make the morphs from G3.
Here's Mei Lin on G8F
Redz this is fantastic, How are you doing this because I can't seem to find the method you referenced in the thread you linked. I am quite on the fence because I have beautiful V7 characters and like most don't want to start all over again, I would invest in V8 if some of my character morphs can be used on her.
This is the method I used, slower but I've found it better than the transfer utility for body morphs especially, though the nails are still a little off
Tutorial and helper scene/morphs included
Morphs from G3 to G8This is my alternative method, but I've found it better than the transfer utility for body morphs especially
Tutorial and helper scene/morphs included
Updated the tutorial file that (hopefully) sorts out those fingernail issues. Let me know how you get on with it. And huge thanks to everyone providing ideas and feedback, We'll get there together :)
Transfer Utility G3F to G8FI've found the transfer utility is not so good for FBMs, as it's messing with the hands and arms.
This is an alternative, though slower method, with which I've had pretty good results. Tutorial and helper scene/morphs included.
This is what I was afraid of.How close a zoom are we talking about? Also, have you checked a certain other site? :-)
Heh, of course I have
... and there is some morph kits, but those are not HD morphs as far as I know. They just move those few vertices around, and that results in stretched textures pretty quickly. But back to the question. I hope you understood that my point really was, that not every problem can be solved with low-poly sculpting and normal/bump maps. I used nipples for an example, since it was already mentioned in the thread, and Male-M3dia did not respond to that. For example this same problem comes with wrinkles, scars etc., so you could say high definition image from a portrait range of a human face is already a problematic. Normal maps are just not enough, if you aim for photorealism. I understand why some PAs want to keep this HD morph privilege to themselves, so they have an edge over hobbyists, but I really don't understand why any normal user would be against it. If they don't want to use those extra features themselves, that's fine. You can happily keep your low-poly mesh, but those that like to improve it are still able to do it. So fight the powe...ehm, give us HD morphs 
I did not respond because I went to bed. But as you saw from Joequick's comparison, you could make those nipples with a normal map without the extra steps of HD if you wanted. It just goes back to no one even trying. For end users, a normal map is easier; and most of that is because no one has tried to even do any low poly techniques. You need to learn that first because HD isn't a shortcut.. it's a commerical tool that require more steps that you don't make messes of the genesis gene pool with morphs that aren't properly done and cause issues with clothing fitting the morphs. And it shouldn't be hard to do: Make a low poly nipple morph to the size you want, subdivide that and add the detail you want around it and make that a normal map. Aside from the normal map, you would be doing the same flow for HD.. but there would be more steps after that. That's the part no one seems to get in these discussions.
@Joequick. for the argument of the end user, my comment about normal maps is correct. There is more complexity to making HD morphs especially for human characters; if they haven't even tried with normal maps, they are going to truly make a mess thinking HD will directly solve their problems. It's this lack of understanding and use that keeps the tool under wraps. It is what it is, so it's best learn low poly techniques and get used to that workflow. The longer no one adopts these techniques, the longer it would take for any type of HD tool release because the first part is absolutely necessary.
Genesis 8 does NOT make Genesis 3 uselessI admit my biggest temptation (other than expressive fun) is the _social_ aspect. I like feeling like a part of what's happening at Daz. By deciding to hold off on any G8 purchases until November, I'm (theoretically) bowing myself out of any new figure-based purchases and limiting myself to props and environments. (I know there will be plenty of 'legacy' releases for a few months, though.... and there's still lots of G3 clothes I want but don't have... blah blah blah.) But the social part of me yearns to be in on the conversation,
I think that is perception on your part. :) You can be part of that conversation, in a different way than if you bought 'into' it.
You can use G8, it is there for free, you can transfer textures, and poses work pretty good. There are limited morphs, but buying into all that are available only makes them slightly less limited as of now, and it's six to 12 months before they get sufficient product add-ons (from past experience) to become as versatile.
... And waiting to purchase is never a bad thing... there is always another sale.
If I decide not to buy-in, like you, I will still get the morphs; it will be interesting to have the option to mess about with the morphs, and I'll make some of my own.
Day 4 of Generation 8 and...ok didnt noticed that because i havent downloaded yet
its all the fault of this lazy G abreviation
but why 2 names for one product now ?
Victoria hasn't been a figure since version 4.
The Genesis base figure is free. Victoria is a premium morph and texture set. You can use the base figure without Victoria.
The numbering of Genesis was brought in line with Victoria and other morph sets, so people knew that the version 8 sets were for Genesis 8.
Transfer Utility G3F to G8F@CynderBlue - I'm thinking your beautiful Imani for G3F would look great on G8F or V8. She's on my list to try with the transfer tool if I can figure it out.
Here's some excellent tuts that should help you out for general and single character morphs, hope it helps!
Transfer Utility G3F to G8FHow to transfer?Please do a tutorial.Thanks!
G8 built-in muscle flexion?Also, tried to apply the bodybuilder morph to have the biceps be defined and very visible, but couldn't really see any noticable change.
This is what I was afraid of.Hmm honestly I havn't noticed a difference working on G8. I think some of the poly loss is in the eyes where geo has been simplified a bit. And nails are no longer separate but welded to the base. Both very welcome changes.
...the eyes are the most expressive features of the face. Removing finer definition limits what can be achieved. On another thread someone mentioned that Vicky8's eyes looked dead and expressionless. Reading the above, that critique makes sense. I find that a backstep as G3's face was given more polys for improved expression control and flexibility. For myself I'll be sticking with G2 and G3 for the foreseeable future as well. I am an illustrator, not a game asset designer or animator. For rhat purpose, better detail and expressiveness is more important.Same here, I use characters for illustration and find even V3 can still look amazing! So far I don't see any advantage to G8 or V8 (who I find physically unattractive.) Fine I guess for newbies, but if you already have a TON of content and I have like a million added merchant resource morphs for all characters, V4 and up, I really don't need G8 at all...
...same here, I purchase more merchant, morphing, and skin resource than I do clothing or character content. For me it is a much better investment as I can create my own characters. Having spent months perfecting teen and even child characters for my writing using V4 (as there were none at the time) I became very comfortable working morphing and shaping. When I do pick up a new Genesis figure, it has to offer something unique to the gene pool and then it is only the base model rather than one of the Starter or Pro bundles, as too often they include content I would rarely if ever use (particularly skimpwear and fantasy themed clothing/accessories).
For me G3 was a pain at first solely because of the skin mapping change that precluded using older skins which I felt reduced the versatility even more than gender split with G2. With the release of Beautiful Skins for Iray and now Skin Builder Pro 3 (along with morph/shaping resource content that I have been adding to my library) that all changed, as for my purposes they finally made G3 far more useful.
...agh 01:35 nodding off here as there has been way to much to sift through. Time for bed.
Morphs from G3 to G8Hmmm tried this and ended up with distorted arms transfering a body morph. Also at this point "pose her right thigh bend 6 left tthigh bend -6 right shoulder bend 45 left shoulder bemd -45" Is that percentage or -6 or -0.6 or -0.06 ? That's another thing that's got me confused.
Previous generation characters as G8There was one thread about the manual stuff a while ago, and I'm not sure if it will be of use: https://www.daz3d.com/forums/discussion/24093/transferring-morphs-from-genesis-to-g2m-g2f-and-from-g2m-g2f-to-genesis-now-with-clones/p1
Thank you so much! (I haven't read or tried it yet, so I don't know how well it will turn out, but I will take a look at this thread.)
Doesn't Genx2 also do this?
It does up until G3. But the author of GenX sadly passed away recently, so whether we'll see a G8 version is unknown at this point.
I just transfered a FaceGen morph from G3F to G8F and it works, here is a copy of a post with a link I made in another thread:
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Thanks very much.
I just transferred a FaceGen G3F morph to a G3F morph very easily using SickleYield's tutorial.
It is listed under Head as per her instructions and I did set limits on it in the slider section to 100%.
SickleYield Character Morph Transfer Tutorial
I tried to do the other tutorials elsewhere but the were to vague or the DS UI had changed or lot's of little caveats. The one linked to above still works & is very quick & concise.
I was going to make a PDF with screen captures for you but after doing Sickle yield's tutorial there wasn't much point as it is more concise and enough but for all but beginner DAZ Studio users. If you like I can still make a screenshot tutorial though.
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Bookmarked for future use. Thank you! :)
This is what I was afraid of.How close a zoom are we talking about? Also, have you checked a certain other site? :-)
Heh, of course I have
... and there is some morph kits, but those are not HD morphs as far as I know. They just move those few vertices around, and that results in stretched textures pretty quickly. But back to the question. I hope you understood that my point really was, that not every problem can be solved with low-poly sculpting and normal/bump maps. I used nipples for an example, since it was already mentioned in the thread, and Male-M3dia did not respond to that. For example this same problem comes with wrinkles, scars etc., so you could say high definition image from a portrait range of a human face is already a problematic. Normal maps are just not enough, if you aim for photorealism. I understand why some PAs want to keep this HD morph privilege to themselves, so they have an edge over hobbyists, but I really don't understand why any normal user would be against it. If they don't want to use those extra features themselves, that's fine. You can happily keep your low-poly mesh, but those that like to improve it are still able to do it. So fight the powe...ehm, give us HD morphs 
Now lets be frank, how high poly is that high poly HD thingy....1 level extra, 2 levels extra....frankly I own a few HD characters and I am bit molish but I personally only spot the difference in a head to head (in the litteral sense of the word) comparison and then I must zoom in pretty far up to a point that I would poke the photographer in the eye if I were Vicky :-), human skin is not meant for extreme closeup.
Greets, Artisan...
This is what I was afraid of.I'm sounding like a broken record. You have to start with leaning low poly meshes because there is NO high poly mesh. The result is the same as making a normal map.
I'm going to have to say that's not universally true. A normal map will not change the silohette of a mesh, but an HD morph will. This wouldn't be super noticeable on a human character, and even some more extreme morphs, but there are times when you can use HD geometry to create changes to the shape where the illusionary effects of a normal map fall short.
In the two attached images, the creature on the left uses an HD morph while the creature on the right is genesis at base resolution with a normal map. The turtle's extreme scales are a good example of what an HD morph can do for the silohette. But at the same time, It seems a simple normal map captured superior detail in the mole rats wrinkles, and for the most part, in both cases, when the eye wanders away from the silohette and onto details that don't effect the outline of the figure, one can hardly tell the difference.


Displacement maps work nearly as well, even in DAZ3D Iray and you get more or less the same effect without the higher polycount so probably also lighter on the render......but that needs to be checked. BTW, I love this work especiall\y the molerat is cute as hell :-).
Greets. Artisan.
This is what I was afraid of.Well, there is one simple HD morph I've been wanting to make but can't. Its for fanart, so it isn't a marketable product. I get that DAZ wants to restrict access to certain tools to vendors, but at the same time, I do feel that many of us could make our own stuff and quite easily, if we were allowed to. I've enjoyed my experiences with 3d modeling but I would like to be able to do some stuff on my own.
You can do it:
1) Export Base to Blender or whatever.
2) Subdivide visually (but not permanently real subdivisions) and sculpt the HD morph you want.
3) Create the Normals from that Step 2
4) Create the updated texture and map set
5) Undo the (visual) subdivide and export the Base with your new morph
6) Import the morph to DAZ also with the normals and updated textures and make the DAZ presets and such.
Or at least that's what i think Mal3-Media has said to do...
Yeps, that certainly does the trick........I use Substance Painter and paint normal, height and displacement maps straight on the model......BTW, the fewer polygons the simpler morphing becomes......especially of the corrective variety and those are needed in raw quantities for any Genesis mesh and guarnmemt. Since well Autofitting isn't that cool......try autofittting a shirt to Genesis 8 and make the little punk raise her arms.....or also fun take a fitted guanment from one of the PA's and turn of all the morphs.....you'll be amazed. And remember most of these morphs are custom made......that takes more then 80% of the work (in my experience) and that involves a lot of back and forth between DAZ and modeling program. Genny raise your left arm, make the guarnment not visible, export her to .obj, make the guarnment vissible, make Genny disappear, export the distorted guarment as .obj.......import both in your modelling tool, in my case Blender so check the bloody "Keep vertex order" checkbox from hell. Grab sculpt mode and restore the guarnment.....save everything (check the Selection only and keep vertex order checkboxes again), export the cleaned up mesh to DAZ and replace the standard JCM with a new one and test, and if all went well things should work now. And that for all major bonegroups.....no better templates are the way to go, so I grow my own....they have there shortcummings as well, but they make life just a little easier. And with G8 it's back to square one again.
greets, Artisan
This is what I was afraid of.How close a zoom are we talking about? Also, have you checked a certain other site? :-)
Heh, of course I have
... and there is some morph kits, but those are not HD morphs as far as I know. They just move those few vertices around, and that results in stretched textures pretty quickly. But back to the question. I hope you understood that my point really was, that not every problem can be solved with low-poly sculpting and normal/bump maps. I used nipples for an example, since it was already mentioned in the thread, and Male-M3dia did not respond to that. For example this same problem comes with wrinkles, scars etc., so you could say high definition image from a portrait range of a human face is already a problematic. Normal maps are just not enough, if you aim for photorealism. I understand why some PAs want to keep this HD morph privilege to themselves, so they have an edge over hobbyists, but I really don't understand why any normal user would be against it. If they don't want to use those extra features themselves, that's fine. You can happily keep your low-poly mesh, but those that like to improve it are still able to do it. So fight the powe...ehm, give us HD morphs 










