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Daz 3D Forums > Search
  • Greater ZBrush compatibility for DAZ Studio 5!

    The amount of vertices being imported, so you're limited to a base resolution model on import. HD means unlimited polygons can be imported although most PAs stick to about 3 subdivions which would be roughly 1 million polys on a G3F. Base is roughly 17,000 polys on a G3F. A level 4 HD G3F would be roughly 4.2 million polys.

    Thanks for the explanation.  So, HD morphs store morphs for subdivision meshes beyond the base level.  Even if you had a very low poly model (clothing items, etc..), you could still create HD morphs for it that you wouldn't be able to do with the standard morph file.

     

    Sort of; right now, you have no choice but to export at based resolution to create morphs, even if the item has had Sub-D applied. What I believe the PA only tool Josh is talking about allows is exporting at at least the next step up and being able to bring it back into DAZ Studio at HD levels.

    Note that low level morph still needs to be done before you begin HD. I'm trying to drive home you will need to know how to do low poly sculpting as HD adds to that, not replaces it.

    Right, as it's the base for the additional details you can sculpt in since you're now able to use more tools in zBrush or whatever you use to make the morphs.

    By

    Daywalker Designs Daywalker Designs January 2017 in Product Suggestions
  • Greater ZBrush compatibility for DAZ Studio 5!

    The amount of vertices being imported, so you're limited to a base resolution model on import. HD means unlimited polygons can be imported although most PAs stick to about 3 subdivions which would be roughly 1 million polys on a G3F. Base is roughly 17,000 polys on a G3F. A level 4 HD G3F would be roughly 4.2 million polys.

    Thanks for the explanation.  So, HD morphs store morphs for subdivision meshes beyond the base level.  Even if you had a very low poly model (clothing items, etc..), you could still create HD morphs for it that you wouldn't be able to do with the standard morph file.

     

    Sort of; right now, you have no choice but to export at based resolution to create morphs, even if the item has had Sub-D applied. What I believe the PA only tool Josh is talking about allows is exporting at at least the next step up and being able to bring it back into DAZ Studio at HD levels.

    Note that low level morph still needs to be done before you begin HD. I'm trying to drive home you will need to know how to do low poly sculpting as HD adds to that, not replaces it.

    By

    Male-M3dia Male-M3dia January 2017 in Product Suggestions
  • Greater ZBrush compatibility for DAZ Studio 5!

    How do you apply HD morphs in DAZ?  The documentation is practically non-existent.

     

    Also, what can you accomplish with HD morphs that you couldn't do with baked displacement maps?

    Two things over displacement maps is the resources involved in subdivision (especially in iray... normal maps are preferred over displacement) and hd morphs are map independent so it and be used across multiple characters independent of the UV (IE use HD veins with M7 or Darius textures) HD morphs should have a dial just like a regular morph. HD morphs can be combined on a figure as well as you would have only displacement map to work with. 

    There will be no documentation beyond that as it's a PA only tool.

    By

    Male-M3dia Male-M3dia January 2017 in Product Suggestions
  • Multiple issues with Overknee boots for G2

    Woohoo! Problem 100% solved! (and learned several tricks along the way)

    http://sickleyield.deviantart.com/art/A-Reminder-on-Autofitting-Shoes-to-Genesis-2-or-3-412985230

    The pose that came with the boots was ~90% there, just needed to unbend the big toe and toes 1&2 slightly before "training" the boots. Needed to transfer rigging twice, as expected, but once they're trained you can move them from that GF3 to other GF3s and they continue to fit. Gonna save a trained pair to just merge into other scenes :).

    Would still buy a native GF3 version. hint hint :).

    By

    shiba_toma shiba_toma January 2017 in Technical Help (nuts n bolts)
  • Problems with Cathy Hair [Solved]

    Sort of a preliminary question. Do I need to install that other morph extension zip for elf ears, or has that already been included with what I'm about to get threw DIM?

    By

    ZarconDeeGrissom ZarconDeeGrissom January 2017 in The Commons
  • The OMG It is 2017 This thread's end is Nigh Complaint Thread.

    whuz a good thigh bend sideways max limit for aiko7?  kimits didnt transfer, having to type em.  the default dont look good 

    By

    Mistara Mistara January 2017 in The Commons
  • Legal Questions that have probably been asked before...

    What I'm confused about are MR in relation to games. Suppose someone releases a set of morphs as MR's. Someone can make a character using them and sell that charater. If they also sell a game license, then someone can buy the character and use that charater in a game. Now... is it ok to just not sell the charater and bake the MR morph(s) directly and use it in a game? Right now, I stay away from anything that doesn't have a game license, but I think it's unclear how far you can go with MR.

    I've seen textures MR state that they're primarily designed for use in games. The seller doesn't sell a game license. Can they be used in games? I don't know.

     

    That is exactly the sort of question that Daz support can answer for you before you buy something without having to guess.... 

    By

    nemesis10 nemesis10 January 2017 in The Commons
  • Legal Questions that have probably been asked before...

    What I'm confused about are MR in relation to games. Suppose someone releases a set of morphs as MR's. Someone can make a character using them and sell that charater. If they also sell a game license, then someone can buy the character and use that charater in a game. Now... is it ok to just not sell the charater and bake the MR morph(s) directly and use it in a game? Right now, I stay away from anything that doesn't have a game license, but I think it's unclear how far you can go with MR.

    I've seen textures MR state that they're primarily designed for use in games. The seller doesn't sell a game license. Can they be used in games? I don't know.

     

    By

    AlienRenders AlienRenders January 2017 in The Commons
  • Converting G3 Poses to G2! IT WORKS!

    Thanks for those replies.

    @ Wargis : Not sure I'm understanding everything you told, but :

            - The script doesn't modify the whole figure rotations (and translations neither) It could easily be done, I will if you want to. For me, I just don't like when I placed a character in a scene, to apply a pose which resets x/z translations to 0/0, and that's the same for rotations.

            - You spoke about "exact number rotation differences between G2 and G3". If that's what I think, I'll be glad if you linked me that, I could then apply an auto-correction. I wanted to do that, but had not the time to manually find differences for each bone (I'm working on a morph converter, which is far more important for me)  

    This rotation difference was mentioned in that thread - http://www.daz3d.com/forums/discussion/58837/v4-pose-converter-for-genesis-1-genesis-2-female-commercial/p4. ; An user had converted V4's pose to G2F and then to G3F and had the figure upside-down. Another user mjc1016 wrote that

    "Actually, it is due to the fact that G3F has 'Use Limits' turned on for the hip rotation AND the limit is -180.  It hits the limit and doesn't rotate the other -176 degrees (and change).  If there are no other odd rotations anywhere, you can change the original rotation from -356.54 to 3.46 and still start in the same place. G2F has the limits turned on.  That's what is stopping the converter from making the full -356.54 rotation. Changing the rotation in the original pose to 3.46 (-356.54 + 360 = 3.46) to keep the original position, but be within the limits."

    I though maybe it's the reason of changes in my rotation of figures and may help in such cases. I tested this script at first  on Fashion Model Poses for G3F, which were included as I can recall in the basic set of Genesis 3 Female, and firstly noticed rotation changes within this set. The same was with several custom-made poses from commercial packages but I think the basic initial poses of G3F are the best sample. Maybe it happens because of the version of DS 4.9 (I use beta for compatibilyty with other older builds) and doesn't show up in more stable builds.

    By

    wargis wargis January 2017 in The Commons
  • Ape World 2 - Opinions wanted

    I'll point out that with GenX2 you can transfer some of the morphs to G3, though you lose HD details (and then you also need to transfer texture maps and lose LAMH presets).

     

    By

    Oso3D Oso3D January 2017 in The Commons
  • Greater ZBrush compatibility for DAZ Studio 5!

    The amount of vertices being imported, so you're limited to a base resolution model on import. HD means unlimited polygons can be imported although most PAs stick to about 3 subdivions which would be roughly 1 million polys on a G3F. Base is roughly 17,000 polys on a G3F. A level 4 HD G3F would be roughly 4.2 million polys.

    Thanks for the explanation.  So, HD morphs store morphs for subdivision meshes beyond the base level.  Even if you had a very low poly model (clothing items, etc..), you could still create HD morphs for it that you wouldn't be able to do with the standard morph file.

     

    Sort of; right now, you have no choice but to export at based resolution to create morphs, even if the item has had Sub-D applied. What I believe the PA only tool Josh is talking about allows is exporting at at least the next step up and being able to bring it back into DAZ Studio at HD levels.

    By

    Daywalker Designs Daywalker Designs January 2017 in Product Suggestions
  • Greater ZBrush compatibility for DAZ Studio 5!

    The amount of vertices being imported, so you're limited to a base resolution model on import. HD means unlimited polygons can be imported although most PAs stick to about 3 subdivions which would be roughly 1 million polys on a G3F. Base is roughly 17,000 polys on a G3F. A level 4 HD G3F would be roughly 4.2 million polys.

    Thanks for the explanation.  So, HD morphs store morphs for subdivision meshes beyond the base level.  Even if you had a very low poly model (clothing items, etc..), you could still create HD morphs for it that you wouldn't be able to do with the standard morph file.

     

    By

    samurle samurle January 2017 in Product Suggestions
  • Star Trek Builders Unite 7: The Continuing Mission

    These should get you started. They're from our freebie list:

    http://www.sharecg.com/v/67296/browse/11/Poser/space-people-morphs

     https://www.renderosity.com/mod/freestuff/?item_id=72370

    http://nvent3d.deviantart.com/art/Bumpy-Headed-Alien-3-pack-for-Genesis-397077973

    It's probably been asked before, but does anyone know where I could get a decent Klingon ridge morph for a female character. It would be great if it was G3F and/or G2F (I found them for V4)

    Inspiration for a render slapped me in the face half an hour ago, but I'm not getting anywhere, especially where morphs are concerned. :( Maybe there haven't been updated morphs for the newer figures.

    Thanks for any help ^^

     

     

    By

    mdbruffy mdbruffy January 2017 in The Commons
  • Legacy UVs for Genesis 3 [Commercial]

    Apologies do not not wish to "hijack" thread, but this product brought up the subject.

    Is there any way to adapt the actual head morph for the v3 character to fit genesis 3.

    If purchasing something else would do it...no problem.

    Thank you

    I did as Caymen Studios describes above, ie I used Gen X2 and the relevant add on packs to move Shahara's morph to G3F. She is not identical to the V3 version, but looks similar, and naturally bends far better on G3F than on V3.

    Would converting the V3 morph for Genesis 1 give better results than converting from V3? https://www.daz3d.com/gen-3-iconic-shapes-for-genesis. I had converted the original She-Freak (a V3 character) to Genesis, then later converted from there to G2F and G3F as those figures were released. They (and the Generation 4 She-Freak 4) look good to my eyes.

    By

    riftwitch riftwitch January 2017 in Daz PA Commercial Products
  • Star Trek Builders Unite 7: The Continuing Mission

    It's probably been asked before, but does anyone know where I could get a decent Klingon ridge morph for a female character. It would be great if it was G3F and/or G2F (I found them for V4)

    Inspiration for a render slapped me in the face half an hour ago, but I'm not getting anywhere, especially where morphs are concerned. :( Maybe there haven't been updated morphs for the newer figures.

    Thanks for any help ^^

     

    By

    N-RArts N-RArts January 2017 in The Commons
  • Morphing Freak 4 character into a Toon character and high school senior.

    Yeah, that's what I used.

    Mind you, if I were doing more of this I'd probably want to pick up one of those figures where the head is already square-jawed, because it was hard to compensate for Hiro's facial features.

     

    These Genesis morph sets by Joe Quick have some square-jawed faces:

    https://www.daz3d.com/brutes-bruisers-thugs-and-tough-guys-for-freak-5

    https://www.daz3d.com/extraordinary-men-for-d5-and-genesis

    https://www.daz3d.com/stock-characters-for-genesis-male

    Depending on how much you dial in the morphs in the above sets, you can go from fairly realistic to fairly toony.

    The Freak 4 shape for Genesis is here:

    https://www.daz3d.com/gen-4-iconic-shapes-for-genesis

    Or if you want to mix in a little Freak 3:

    https://www.daz3d.com/gen-3-iconic-shapes-for-genesis

     

    By

    riftwitch riftwitch January 2017 in The Commons
  • Thank you DAZ for not correcting the duplicate formulas issue....

    If you use Save Modified Assets that is likely to cause issues. Use File>Save as>Support Assetrs>Morph Asset to save only the oens that need it.

    Yes, the Genesis Evolution Morphs did have the duplicate foprmulas issue - but it was fixed when it became an issue, many DS updates ago (pre 4.5) - if you are getting this with a clean install of a freshly downloaded copy of the morphs then please make a bug report http://www.daz3d.com/help/help-contact-us

    I tried the path you said, save as/support assets/morph asset with all morph parameters in ZERO, and it didn't solve anything, it was weird because it started saving files I never used like tamesis bundle, age base, whose parameters where all in ZERO.... I tried also save modified assests... and no resullt. I also deleted all the folders that were created in data. I've seen that genesis.dsf is always saved (with the hour and date of the file) and the result is the same. All figures have victoria 5, basic female, and michael 5 morphs as default. I'm afraid this is a worse bug. Any ideas? Thanks.

    By

    elhectro elhectro January 2017 in Technical Help (nuts n bolts)
  • The OMG It is 2017 This thread's end is Nigh Complaint Thread.

    well  blended wm is a bit worse than i imagined. >.< mytheries of jcms and pose controls

    but, here she is, lil 120 second ani worth a few giggles, Aiko7 in carrara

    http://orig01.deviantart.net/d8e9/f/2017/007/6/c/practice_aiko7_by_realmgal-daunf1d.mp4
    for 120 seconds, not gonna put on utoob

    hey she looks good :)

     

    ty 

    i gave her like .8 heavy morph, make her look a bit healthier smiley

    By

    Mistara Mistara January 2017 in The Commons
  • Legacy UVs for Genesis 3 [Commercial]

    Adeirjr, Lilith 6 has her own independent UVs which are different from the Genesis 2 Base Female UVs or the Victoria 6 UVs.  This means that the texture cannot be applied using either the G2F or V6 Legacy UV products.  However you can convert the Lilith 6 texture to either the G2F Base or V6 UVs by using DAZ Studio's own Map Transfer facility, and from there you can use the Legacy product to apply the skin onto Genesis 3.  RobotHeadArt has produced a very useful tutorial (http://www.daz3d.com/forums/discussion/95701/tutorial-converting-custom-genesis-2-uvs-to-genesis-3) for just that purpose.

    Excellent! :D Thank you for the link to the tutorial! 

    By

    3Diva 3Diva January 2017 in Daz PA Commercial Products
  • Young Face Morph G3F

    There is a "Face Young" under "Head" in the Shaping tab that does make the face rounder. It's a medium reddish pink color. The Youth Morph is definitely part of Growing Up (bright pink).

    Laurie

    OK, I was talking about the Face Young but used the wrong label. Thanks for correcting me. I must have the other too, I'll try it out & see what it does.

    By

    nonesuch00 nonesuch00 January 2017 in The Commons
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