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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.
Wear Them AllI 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

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.
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.
Changing morph color ?Hello and happy easter !
Now, I'm pretty sure this is complex and requires some advanced modeling knowledge, but just in case, I'll ask here to see if there's a simple answer.
I've bought "Add Some Veins HD" from the store. But, when applying the veins, which are morphs in the "Shaping" tab, I can't change their color, which I would really like (well, I can use the blue-tinted veins texture, but I'd like to actually input a custom color). I understand that morphs are simply a shape change, of an existing character. My question, therefore, is : is there some way to "separate" the morph from the normal character shape, and thus change its color, without resorting to editing the add-on itself ?
If not, I'd like to know how you'd go about editing the morph files, to add a custom color.
In any case, I'd greatly appreciate help or insight on this matter.
Is DAZ going to update and fix the links on the documentation page?(Very minor) Latest version of the thing above, that started out as a strange morph/distortion/big mistake, in Hexagon.
How Do I Create a New Surface Property?An added property does nothing. Adding a property to the bones or figure is useful only if you use it to load a morph or link it to other properties via ERC so that it acts as a cotnroller (or you may delibrately add a proeprty to a fitted item to stop it from geenrating a morph). What you want to do is beyond adding a property - you want to change the way the shader behaves, which requires a much deeper level of change.
I see. So it's not possible to change the behavior of a shader in Daz I assume
It is, by importing it into Shader Mixer if it is a Shader Mixer-built shader. However, in this case I think it would be simpler to apply a 3Delight shader which already has the desired properties and set itt o match - I haven't checked but my guess would bem if you check the log, that DS is repalcing the Iray shader with the default Daz Shader at render time anyway.
Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges GequatscheHallo,
ich möchte eine Szene mit selbsterstellten Morphs "aufwerten".
Was ich hinbekomme: Genesis 3 Female roh laden, Base Mesh und 0 SubD einstellen, als .obj exportieren oder wahlweise Bridge verwenden. Morph erstellen. obj-File speichern. Mit Hilfe des Morph Loader Pro, Morph in G3F laden. (So wie es in zahlreichen Tutorials erklärt wird)
Was ich nicht verstehe: Wie erstelle ich Morphs für einen Custom Character der zB auf Genesis 3 Female basiert. Aber speziell auf diesen Custom Charakter abgestimmt ist.
Meine "Lösung" (ist offenbar falsch): Custom Character laden, Base Mesh und 0 SubD... exportieren, alles wie oben beschrieben. Nach dem hinzufügen des neuen Morphs durch MLP wird jedoch die Figur verzerrt/deformiert
Zweiter Lösungsansatz: G3F Morph erstellen (funktioniert ja, wie oben beschrieben) Dann Custom Character in die Figur laden. Der Morph funktioniert ohne Deformationen.
Das Problem ist. Was mache ich wenn mein Custom Character zu stark vom Shape der G3F abweicht. Ich möchte den Morph direkt auf/für meinen Charakter erstellen. Muss ich den Umweg über G3F gehen oder übersehe ich etwas.
beard fitIs your custom morph set to autofollow?
How Do I Create a New Surface Property?An added property does nothing. Adding a property to the bones or figure is useful only if you use it to load a morph or link it to other properties via ERC so that it acts as a cotnroller (or you may delibrately add a proeprty to a fitted item to stop it from geenrating a morph). What you want to do is beyond adding a property - you want to change the way the shader behaves, which requires a much deeper level of change.
I see. So it's not possible to change the behavior of a shader in Daz I assume
Large Scene - HelpThe overall file size is 150 MB.Note that the size of the scene file is misleading — all it contains is the settings for all the objects in the scene, and pointers to the data files that make up the object geometry, and to the texture files that are applied to the objects. It's a description of how to build the scene. The actual geometry and textures are external files, and they're almost always much larger in total than the scene file.
Did you create the scene by loading extra copies of building objects? There's a much more resource-efficient way of doing large scenes, by using instances. These are virtual copies, they still use up some memory, but a lot less than complete extra copies of an object. The only drawback with instances is that they're all the same object; you can move, rotate and scale each of your instances independently, but any changes to the textures or morph dial settings on the original object will also affect all the instances.
Blacksmith3DBrainfart one: It's _substance_ painter, not surface painter.
It's also $20/month, not $10/month.
Also also apparently I can't make monthly paypal payments from balance rather than an attached card, so... guess I'm not doing that.
I find myself tempted by it; I just wish there was an upgrade path from the Texture Transfer Item; Daz has nothing suitable (IMO) and without any support for Blender which would be my preferred option. I've done texture painting in Blender and it worked well, but the set up time was intensive; as it's a few years since I did that, I'm prepared to look at alternatives purely as time-wise I'm starting from scratch.
After changing morphs and UVs, deleting what i used causes errorThe morph assets should be self-contained, and certainly shouldn't refer back to user-facing files. Or do you mean you hadn't yet saved the figure as an asset, just the morphs? That would be a problem.
Thank you, yes.
beard fitI am using the Mec4d beard with Genesis 1. I think there's a process I'm missing, because this doesn't always happen: I use zbrush to make a custom morph for my head, apply it to the head in daz studio 4.9, then load the beard and fit it to the character. The beard does not seem to pick up my custom morph every time, although some times it does. I try using the clothing fit control, but that doesn't appear to help.
Anyone with 50+ G3F characters have slow load times for base G3F figure?AFAIK, every (G3F) character sold here has a custom head- and/or body morph, so every one adds to the 'gene-pool', just as morph-packs do. When loading G3F, base or preset, DS will also load the (references to) those morphs, so the more morph-packs and character-morphs installed, the longer the loading time.
question about It's Magic outfit...So Rod is correct in that the morphs I have made are tailored to a specific outfit. If the edges do not line up then things may not look right. However, at Rod's insistence I am working on a more general package that might work on a wider array of items. Although this morph was made for the skirt this gives an idea of what can be done by making RealFit morphs for more than just bikinis.
Cheers!
very cool--that's really something to look forward to...
i'd love to see a realfit bandeau top...maybe with options for variable width? that'd be something that would be really useful for contemporary and for historical and fantasy renders.
j
Blacksmith3DI've been debating options to extend my tools, and there's this 'a bunch of hundred dollar' barrier I keep bouncing off of (for 3d Coat or Zbrush or whatever). I already have Hexagon and Carrara...
I've been looking at Surface Painter, which has a nice 'pay $10/month until you put in enough money to buy it outright' pay system. I REALLY like SP's system for generating textures, even better than some of the stuff I've seen elsewhere.
But Surface Painter is strangely incapable of managing seams, and it's not really a modeling app. (though, again, I have Hexagon and Carrara)
Which is where Blacksmith 3d comes in, with great 'paint across seams' elements, apparently. It's morph tools look like a great way to refine and polish the rough results I usually get out of Carrara. Also $9/month.
So, Hexagon + Carrara cost me about $80, and if I go with the other two apps that's $20 a month or so, vs. $380 for 3d Coat or $800 for Zbrush.
Seems a workable solution for the hobbyist without loads of money, and capable of doing cool stuff.
Darwins' SchtuffThank you!
His name is Nikolas. This morph will be the young version, and I plan to do a weathered, older, and scarred version like I did with William.
question about It's Magic outfit...this is one of the best things i've ever seen 'invented' for figures. Ive wanted this kind of effect forever - I first noticed it in smay's shorts outfit and love it. I'll be snapping up a package like this straightaway if you can do it. :)
So Rod is correct in that the morphs I have made are tailored to a specific outfit. If the edges do not line up then things may not look right. However, at Rod's insistence I am working on a more general package that might work on a wider array of items. Although this morph was made for the skirt this gives an idea of what can be done by making RealFit morphs for more than just bikinis.
Cheers!
After changing morphs and UVs, deleting what i used causes errorThe morph assets should be self-contained, and certainly shouldn't refer back to user-facing files. Or do you mean you hadn't yet saved the figure as an asset, just the morphs? That would be a problem.
How Do I Create a New Surface Property?An added property does nothing. Adding a property to the bones or figure is useful only if you use it to load a morph or link it to other properties via ERC so that it acts as a cotnroller (or you may delibrately add a proeprty to a fitted item to stop it from geenrating a morph). What you want to do is beyond adding a property - you want to change the way the shader behaves, which requires a much deeper level of change.











