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Daz 3D Forums > Search
  • Josh Crockett Suggestion Page for Monster Characters!

    Xeno makes a good point. It's a lot more work, but basically it'd be something like a series of morphs, so that you could shrink/expand different elements of the figure.

     

    Yep. I am going to do that with one myself.

    It's certainly something I've considered doing. I wouldn't want to step on Daz's toes with their morph packs and also most of my creatures are meant to be and designed as a full "character" with specific elements designed very specifically for that creature. 

    By

    Josh Crockett Josh Crockett April 2017 in Product Suggestions
  • Question about subd and creating morphs

    You can sculpt it at hi resolution and export the obj format file, but it will fail on import with morph loader.

    By

    Daywalker Designs Daywalker Designs April 2017 in Technical Help (nuts n bolts)
  • Will's WIP thread

    May as well call ARISE on this thread.

    So I'm poking around at figures and such. One challenge is that morphs are limited to Subd1 unless you are a PA, so I'm thinking of ways to capture fine detail to make cool figures. I'd heard that it's common to take a low and high resolution model and generate normals, so that the low poly figure looks more detailed.

    Theoretically, then, I could create a detailed model, then come up with a Subd1 morph, THEN make Normal maps to add critical details.

    To test my ability to do that with the tools I have, I used Exile for G3M as a base, because it has VERY highly detailed morphs (SubD4, even, which is more than most models shoot for).

    The results are very promising.

    The first face is the standard figure with Subdivision 4. The next one is at subd 1, and you can see how much fine detail is lost. The third is the same subd1 figure with Normal maps... and while it's very slightly different from the standard figure, the differences aren't that significant (IMO).

    So... yay!

     

    Of course, the big challenge is learning to make figures even VAGUELY as good as Crockett's work, sheesh. ;)

    I used Substance Painter 2 to do the low-high poly Normal baking, and, again, this model isn't mine at all.

    http://willbear.deviantart.com/art/Exile-Comparison-675291549

     

    By

    Oso3D Oso3D April 2017 in Art Studio
  • Question about subd and creating morphs

    So I understand that you can't create high definition morphs in Daz (IE: SubD above 1).

    If you TRY to create a morph from a higher subd figure, does it simply make a lower resolution morph, or does it fail outright?

     

     

    By

    Oso3D Oso3D April 2017 in Technical Help (nuts n bolts)
  • Critters and beasties?

    looks cool is this a daz dragon 3 morph or a brand new standalone you say can ride him will there be a saddle+ reigns or again will it use dd3 stuff or horse 2 stuff

    By

    ANGELREAPER1972 ANGELREAPER1972 April 2017 in The Commons
  • Wear Them All

    @greymouse69 Nice! The Casablanca Suit looks pretty snazzy!

    Boopsie is a doll!.

     

    That's what friends are for! LOL If it makes you feel any better, I just dropped $30 over there. Couldn't resist $3 and $6 outfits. Here's Xurge's Necromancer for M4 using the original Wear Them All on Darwin's newest character, Evan for G3M. He's got his elf ears and Creature Creator settings on too. He looks badass! I just need to tweak the outfit's materials a bit more, but having fun with it.

     

     

    This is amazing Llynara

    Thanks! I tied up my computer all day trying to get the version with TD3 Atmos fog and snow rendered. Wow, is that ever slow. Will post that version soon. 

    I heart The Dress! The Blue Moods texture for it is that one that caught my eye and made me fall in love with V3 and her amazing wardrobe. It's fitted "the old way", to Genesis with Gen 3 Iconic Shapes for Genesis and then to G3F with the original Wear Them All. I'll try again with the new expansion and see how that works. 

     

    iI know, I picked up the whole collection yesterday for $21.  Have you figured out a way to make the sleeves work?

    The sleeves aren't dynamic, but anything that hangs down like that is very awkward to autofit. Dangling sleeves tend to have extra bones these don't usually transfer when autofitting.

    It might be better to put the figure into a T pose, then parent the sleeves to the arms instead of autofitting. Sometimes that works, sometimes it doesn't. That trick works GREAT with older hair that won't autofit.

    I've also fit new hair to old figures that way- parenting to the head instead of fitting. Here's an example with two Gen 3s wearing newer hairs (V3 has Fantasy Warrior Hair for G3F and M3 is wearing SAV's Alpha Moikana hair) 

    It would be fun to redo this pic with G3F and G3M and see how they look. 

    On The Dress, I will try the sleeves a few different ways and see if I can get any to work. I love The Dress and want to have those sleeves working too. Gotta go out to family stuff at the moment. More later! 

    By

    Llynara Llynara April 2017 in The Commons
  • Show Us Your Iray Renders. Part VI

    Testing stuff.
    So one of the challenges down the road will be developing figures or figure morphs when I can't generate/distribute high definition morphs. So I have to find ways around that for intricate figures... one of which is to generate good displacement maps. Which is... a different challenge.

    So my test here:
    I took Exile full morph with high definition details, then extracted world normal map, set that as a Height map back to the figure. Then switched the figure to a regular G3M figure, exported height textures.

    The results are promising; there's a gap near the chin, but the displacement map is 'strained' by being applied to a figure drastically different than the world normal map was generated for. That is, the displacement map fits the tall, lanky, morphed Exile, not a shorter, stockier human.
    Presumably, if I was adding details to a mostly morphed figure, it would mesh better. (I'll have to poke at that idea some more)

     

    By

    Oso3D Oso3D April 2017 in The Commons
  • Anyone with 50+ G3F characters have slow load times for base G3F figure?

    It takes a few seconds, usually less than 15ish to load a default character I have set up, so not default; hair, basic clothes, sometimes a geocraft, and some applied morphs.

    Check what the log is saying: Help > Troubleshooting > View Log File.

    What's interesting is that I have over a minute for the default G3F; checking the log file, there are a lot of warnings over various missing items (morph related it looks like some look like GenX that I have deleted)

    It would be interested to know how to get rid of those; I have characters set up as subsets that load via scripts, so hadn't noticed.

    By

    nicstt nicstt April 2017 in Technical Help (nuts n bolts)
  • Wear Them All

    Boopsie is a doll!.

     

    That's what friends are for! LOL If it makes you feel any better, I just dropped $30 over there. Couldn't resist $3 and $6 outfits. Here's Xurge's Necromancer for M4 using the original Wear Them All on Darwin's newest character, Evan for G3M. He's got his elf ears and Creature Creator settings on too. He looks badass! I just need to tweak the outfit's materials a bit more, but having fun with it.

     

     

    This is amazing Llynara

    Thanks! I tied up my computer all day trying to get the version with TD3 Atmos fog and snow rendered. Wow, is that ever slow. Will post that version soon. 

    I heart The Dress! The Blue Moods texture for it is that one that caught my eye and made me fall in love with V3 and her amazing wardrobe. It's fitted "the old way", to Genesis with Gen 3 Iconic Shapes for Genesis and then to G3F with the original Wear Them All. I'll try again with the new expansion and see how that works. 

    iI know, I picked up the whole collection yesterday for $21.  Have you figured out a way to make the sleeves work?

    The sleeves aren't dynamic, but anything that hangs down like that is very awkward to autofit. Dangling sleeves tend to have extra bones these don't usually transfer when autofitting.

    By

    scorpio scorpio April 2017 in The Commons
  • morphs that show genesis 3 female ribs

    Hi all,

     

    I'm looking for a package that allows me to show the rib bones on the genesis 3 female figure. Any such morph packs available?

    Thanks,

    Me

    By

    gibrril_fa945a6cee gibrril_fa945a6cee April 2017 in The Commons
  • Mature characters for G3F

    Pp to about10% of youth morph, a little posture and not sure which product it is in, but Face Young dialled in the opposite way adds a decent amount of aging and makes a character reasonably petit too. After that it's some aging morphs.

    A good part of the problem is older-looking textures, much harder to do.

    By

    nicstt nicstt April 2017 in The Commons
  • Josh Crockett Suggestion Page for Monster Characters!

    RKane_1 said:

    I like the mouth on that! Was the head inspired by the Beast, from 'Krull'? It reminds me of that.

    Going to have to disagree with RKane, however. A sense of symmetry is the one thing which I find is vital for creatures. It's bad enough when a human character has a blemish on their face, making it impossible to slightly morph the same character and use several of them in one scene (family relatives and such), but monsters/creatures absolutely need to be able to be depicted in a group.

    For instance, I loved the face of Abhorrentus, but the creator missed a sale from me, specifically because of how it has that assymmetrical spike on only one shoulder and not the other. There isn't any way I'd be able to render more than one of them in a single scene (and I would have actually needed it to have done that) and not look weird. Symmetry allows multiple creatures of the same 'species' in a single scene to be believable. If the maker of that character had at least allowed for the spikes to be turned on/off, that would have been an acceptable compromise, but without that? No sale from me until it has a drastic discount in some future sale. And that's a real shame, because the face is amazingly unique and clearly had some excellent work put into crafting it. :(

    Fortunately, it looks as if this new Fallen One character could now possibly occupy that niche for me. :)

    So you are saying it's asymmetry unseetled you? :) Point made.

     

    I am sorry, but I am just tired of Hell of total symmetry. For instance I LOVED the new figure Dale because his features had a hint of assymetry. THE WORLD IS NOT PERFECT!  Make it weird, people. :)

    No, not unsettled. Just made the product completely unusable (and, thus, not an option for spending my money on). I need creatures to potentially have the option of being rendered in groups of at least two or three. Give them an assymetrical feature makes them unique, but also makes them completely unable to be rendered in groups without it looking just downright bizarre.

    What about asymmetric creatures where you control the degree of asymmetry via morphs to the base creature model or morph?

    By

    Daywalker Designs Daywalker Designs April 2017 in Product Suggestions
  • Carrara Challenge #32 They Only Come Out At Night - WIP Thread - Meet Our PA Sponsor, GKDantas!

    Thanks for the tip, wgdjohn.  That workflow appears much more convenient than finding the figure's obj file in the geometries folder and using the Studio transfer utility to setup a new figure.  yes

    By

    Diomede Diomede April 2017 in Carrara Discussion
  • Saving character morphs

    Hi.

    I've created several morphs (full body) for Genesis 3 but I've found some problems whenever I try to save them as a morph or zero the figures:


    1. When I try to ZERO the figure pose the feet are always bent to about 60 degrees, the toes are bent upwards to about 9. I've found out that there's some hidden tiptoe morphs; I could see that morph in the hidden properties tab only so I zeroed it manually and afterwards - because the feet were bent upwards then - I'v zeroed the also. Found that the shins and some other body parts were bend/twisted also (e.g. 0,02 - although I didn't move them) and so I zeroed those also. BUT when I try to apply the zero pose again all body parts are posed again (also the tiptoe morph is active again) How can I clear the pose so it's a correct zero pose?

    2. I've tried to export the complete G3 (low res/no subd) as a morphtarget and used the morph loader to apply it as a character morph. Seems to work fine but some add-ons like (e.g.) "Oh my lashes" won't accept that morph and their geometry is broken. That is because there are no ERC-parameters in the sub-components tab of the prop

    3. So I've tried to save the (manually zeroed) character as a morph asset - but after that I couldn't figuer out how to find or use that morph? Is there a special location where I can dind ist? And if, how do I use it?

    4. Saved the character as a character preset in DS. I can see that preset in the conntent library but when I try to load it or to apply it on a G3 it starts loading for a long time. 5 minutes. 10 minutes. 15 minutes. Nothing (DAZ ist still reading the file)

    Any help would be appreciated.

    By

    MyRho MyRho April 2017 in Technical Help (nuts n bolts)
  • 3D Art FREEBIE CHALLENGE-APRIL 2017- LET'S SPRING INTO EASTER FVOTM-Main Thread

    Hello nonesuch00! Welcome to the contest.
    I can understand your confusion on how to list the props you used in your render.
    Over the last 10 years the rules have changed depending on who was in charge.

    Here is a guide on the format of how to list everything. (unless Saphirewild says no.)

    NO COUNT: This is were you list all the base figures and their basic morphs. This includes DAZ figures & Poser program content.
    Gen3, Gen4 & Genesis. For Genesis, this includes all basic morphs & clothing packages. Check to see if it's listed as free this week.
    Sketchup warehouse models:
    Although the models are free, the amount of work to convert them to a Studio friendly format differs from model to model. Converting most .fbx & .3ds models can be done in seconds. Converting .skp to .obj may take hours. You must use either Sketchup or Blender with a plugin, to convert it. Then you may have to take it into a modeling program to fix normals or texture zones. The general consents of the DAZ freebie community was that because of the work involved to use Sketchup models, it was not fair to the new users to allow them to count.

    PAID ITEMS:
    Any prop, model, character morph package, clothing item or outfits & texture mat sets or shaders packs that you paid for. And anything else except software used in making the render. If you paid cash for it, it goes here.
    This may also include bi-weekly freebies that aren't free this week. Check the DAZ freebie listings.

    FREE ITEMS:
    If it is free and it has a valid download link it counts. Free items without a valid link should be listed, but don't count.
    If you can't find a current link, check the Internet Wayback Machine. You might get lucky.
    This includes models, props, character morph packs, clothing item or outfits, texture packs, shader packs & background photos.
    All free items except software goes here.

    SOFTWARE:
    All software used in the creation of the render either free or paid goes here.
    DAZ Studio, Poser, Brice, Carrara, Blender & etc.
    Render programs like Reality & LuxRender  
    Photoshop, Paint.net, Gimp, PaintShop Pro, BlackSmith Paint & other paint programs.
    Sketchup, Hexagon, 3ds Max, Poseray & etc.

    Make a note on any item that requires site registration, or if it's a required item.
    The idea is to make it easy to read and give full credit on everything.
    The above format is what I have been using for years, it's my personal opinion of how to do it.

    As always, review the official rules, then look at previous entry posts to see how they were done. 
    And remember, if your not having fun, your doing it wrong.

    Gerry

    By

    nitehawk_ltd nitehawk_ltd April 2017 in Freebies
  • Symmetry in Weight Mapping

    Okay. Here's the thing. I start off the weight mapping of my clothes by using the Transfer Utility. It's pretty common sense as it is a massive timesaver, and sometimes the Transfer Utility is all you need.

    In other situations, however, I've found that I have to do some touchup afterwards. And that's where I've run into trouble in terms of symmetry.

    Now I am aware that there is a symmetry option in the Node Weight Map Brush, and I turned it on while attempted to correct the weight maps. However, I've run into a problem. When I was trying to correct the weight map on the right thigh of an article of clothing, those corrections didn't appear on the left thigh. Now symmetry was on, and I've tested the various axises. Nothing. So how exactly do I get symmetry on opposite bones on a piece of clothing?

    By

    OrionPax09 OrionPax09 April 2017 in Technical Help (nuts n bolts)
  • Knittingmommy's Laboratory

    I picked up some of the M3 clothes that were on sale along with the Wear Them All.  Here is the first thing I've tested out so far.  It's 3 Piece Suit for M3.  The surface settings needed some work after converting to Iray, but overall it did fairly well.  I had a problem with the tie that comes with this suit.  I might have to actually read the manual and see if I can figure out a fix for that.  If not, I'll take it into Blender and see if I can make a morph for it.  It doesn't seem to want to lay against the chest after fitting.  I'm not sure why.

    Bow Tie:

    Vest:

    Glossy Reflectivity needed to be turned off.  Note: render turned off early when I noticed the problem:

    Tie Problem:

    Crotch Distortion:

    I also fixed the shoes.  After converting to Iray, they were a little on the dull side as you can see in the render with the bow tie.  I darkened the black on the shoe and upped the gloss a little bit on the shoe surface.  I'm not sure why the vest had so much gloss on it, but I turned the Glossy Reflectivity, the Glossy Roughness and the Glossy Layered Weight off on the vest.  Unfortunately, it's getting late and I forgot that I probably should have kept the gloss on for the buttons.  I'll fix that later.  There is some slight distortion in the crotch area I'll have to see if I can fix.  It's really only noticeable in the light colored materials.  I do like that there is a crease morph for these pants which you can turn on, default is off.

    By

    Knittingmommy Knittingmommy April 2017 in Art Studio
  • Josh Crockett Suggestion Page for Monster Characters!

    RKane_1 said:

    I like the mouth on that! Was the head inspired by the Beast, from 'Krull'? It reminds me of that.

    Going to have to disagree with RKane, however. A sense of symmetry is the one thing which I find is vital for creatures. It's bad enough when a human character has a blemish on their face, making it impossible to slightly morph the same character and use several of them in one scene (family relatives and such), but monsters/creatures absolutely need to be able to be depicted in a group.

    For instance, I loved the face of Abhorrentus, but the creator missed a sale from me, specifically because of how it has that assymmetrical spike on only one shoulder and not the other. There isn't any way I'd be able to render more than one of them in a single scene (and I would have actually needed it to have done that) and not look weird. Symmetry allows multiple creatures of the same 'species' in a single scene to be believable. If the maker of that character had at least allowed for the spikes to be turned on/off, that would have been an acceptable compromise, but without that? No sale from me until it has a drastic discount in some future sale. And that's a real shame, because the face is amazingly unique and clearly had some excellent work put into crafting it. :(

    Fortunately, it looks as if this new Fallen One character could now possibly occupy that niche for me. :)

    So you are saying it's asymmetry unseetled you? :) Point made.

     

    I am sorry, but I am just tired of Hell of total symmetry. For instance I LOVED the new figure Dale because his features had a hint of assymetry. THE WORLD IS NOT PERFECT!  Make it weird, people. :)

    No, not unsettled. Just made the product completely unusable (and, thus, not an option for spending my money on). I need creatures to potentially have the option of being rendered in groups of at least two or three. Giving them an assymetrical feature makes them unique, but also makes them completely unable to be rendered in groups without it looking just downright bizarre.

    By

    Xenomorphine Xenomorphine April 2017 in Product Suggestions
  • Wear Them All

    I retried it with subD and increasing smoothing and there's a slight difference... Hm.

    Coincidentally enough, the wrinkles correspond almost 1 to 1 with the Chest Lower weight map, but changing out the weight doesn't do anything at all.

    After some more poking, I believe it has to do with the original fit of the item as I see a pretty large gap between G3F (or Aiko 3) and the dress itself when I inspect it under Lt Wireframe. There's a portion of the dress that doesn't follow the undercurve of the breast, as compared to other dresses and other pieces of clothing. I'd post a screenshot, but I'm not sure if showing a figure's nude wireframe is considered NSFW laugh

    Hmmm. Now I wonder if the dress V-tearing fix posted earlier could help with this.

    My girl had bigger breast so it didn't show as much probably... You can also try dFormers for these stubborn areas, here's a usefull link to how to use them on clothes: 

    I ended up exporting it to Blender and doing a manual smooth on the dress :) Relatively straightforward, as I can directly paint use the smooth/flatten tool and re-import as a morph.

    By

    mtl1 mtl1 April 2017 in The Commons
  • New sale items that need looking into////// (yes, you)

    First and easy one, Saphire

    https://www.daz3d.com/sapphire-bundle

    At first, I passed her off as another anime-efly-cone-unrealistic figure, BUT I have beens educed. She is beautiful and I think I must have her (even for the feature mixing down the road)

    I've used the character and the hair from the Sapphire bundle a lot! The skin texture is very good and versatile, and the character morph work very well alone, or in combination with other morphs. The hair is also a great addition, a great long hair style with the added little extra of the braid in the left side, makes if very usable in just about any setting (from fantasy to contemporary to sci-fi), but also a bit different from just plain long hair. I've used her, and the hair, in several of my gallery images here (i.e. fantasy/jungle scene using character/texture and hair https://www.daz3d.com/gallery/#images/137321 , contemporary pinup using character/texture  https://www.daz3d.com/gallery/#images/162901 ..... both renders use other morphs with Sapphire).

    The Mec4D PBS Shaders are fantastic and get used a lot, her shaders are always top notch! I don't have any of the other shaders you noted, but I do have a different set from Pd, and they are great and get used a lot too.

    By

    DustRider DustRider April 2017 in The Commons
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