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Daz 3D Forums > Search
  • What products have this detail in their textures?

    Dude... you were told BEFORE.

    If a product at DAZ says it's "HD", that doesn't mean the TEXTURES are HD, it means it includes an HD MORPH.

    Simply reposting the same thing and expecting a different answer won't work.

    Man, this is not the same question, Im asking the community to list products they know they have HD textures, please read carefully.

    By

    hazneliel_cc85b88108 hazneliel_cc85b88108 November 2016 in The Commons
  • What products have this detail in their textures?

    Dude... you were told BEFORE.

    If a product at DAZ says it's "HD", that doesn't mean the TEXTURES are HD, it means it includes an HD MORPH.

    Simply reposting the same thing and expecting a different answer won't work.

    By

    Valandar Valandar November 2016 in The Commons
  • Make and save zbrush morphs for Daz characters?

    Hi. I can actually make a morph using zbrush and it's placed in "Z Brush" but when I open a new file it desappear. There is a way to save a morph made with zbrush for a Daz character and place the morph permanently with the others morphs or in other place? 

     

    Thanks!

    By

    Super cheese sandwich Super cheese sandwich November 2016 in New Users
  • Where did Headshop go?

    There's something I'm still not quite getting here.

    In Headshop the shaping was imported as a custom morph.  Thus one could just apply any compatible Daz texture.

    Is that NOT possible with this new product?  It seems you implied not, but I'd like a clear statement.

    So, can I use a Daz texture with this new product or not?  Your answer will determine if I buy.

     

    No, you can still use DAZ textures and in most cases you will absolutely need to use DAZ textures because it's rare that a picture used to create one of these morphs is good enough and in high enough resolution to create a texture from. It will have things like shadows alway in the same place of the face no matter how your lighting is set up and so on. So yes, you can and probably should use DAZ textures.

    When can I buy this product?

     

    The author said it will be in the DAZ Store in December.

    This is a link to the author's DAZ Store so check sometimes:

    http://www.daz3d.com/abalone-llc

    I am not affiliated with the author.

    By

    nonesuch00 nonesuch00 November 2016 in The Commons
  • Where did Headshop go?

    There's something I'm still not quite getting here.

    In Headshop the shaping was imported as a custom morph.  Thus one could just apply any compatible Daz texture.

    Is that NOT possible with this new product?  It seems you implied not, but I'd like a clear statement.

    So, can I use a Daz texture with this new product or not?  Your answer will determine if I buy.

     

    No, you can still use DAZ textures and in most cases you will absolutely need to use DAZ textures because it's rare that a picture used to create one of these morphs is good enough and in high enough resolution to create a texture from. It will have things like shadows alway in the same place of the face no matter how your lighting is set up and so on. So yes, you can and probably should use DAZ textures.

    When can I buy this product?

     

    By

    josephlemons69_4db0991b45 josephlemons69_4db0991b45 November 2016 in The Commons
  • G3F "Anatomical Elements"

    Interestingly, a few female figures include genital morphs (which is sometimes annoying if you don't want them) rather than geografts.

    Yes , I have seen that too.  but I think they all have a dial to remove the morph if you don;t want to use it

    By

    Ivy Ivy November 2016 in The Commons
  • Aiko 4 XprssnMagic on Genesis with A4 Shape.

    I know this isn't the answer you're looking for, but could you use the XprssnMagic for Genesis on a Genesis base with the aiko4 legacy shape applied first and get the same effects? This would probably be logistically easier if the expressions came out close enough. I have a couple of the XprssnMagic utilites and they all seem to have the same set of expressions in their list, so I don't hink you'd be missing much in terms of available expressions.

    FWIW, I used the GenX2 tool to create a full set of V4.2 morphs (++, CreatureCreator, Ethnic, ...) for Genesis so I could carry over the more exotic V4 morphs in my collection to Genesis1, and that works, but because I have the similar  'evolution' morphs available and native to genesis, I don't find that I use the V4 morphs on genesis for anything but conversion so far. In fact, they sort of gum up my morph dial lists (zillions of dials now).

    With GenX2 the converted morphs are named differently (they have a Genx2 prefix) and I don't think the morph names that you'd paste into your genesis from XprssnMagic-aiko4 would be found in the genesis character's morph list. You might be able to use one of D3D's editors (DSON editor, or Morph controller editor?) to bulk change the converted morph names to the original names. Not sure if there would be conflicts with the native genesis morphs, but you could explore that option.

    Lastly, you could use the tools you have now (XprssnMagic and v4.2/aiko4, and ++ morphs) to create and save the particular morphs you want and just use any conversion technique/tool to convert V4 morphs to Genesis.

    Given the time and additional utils required to migrate the whole set, I would personally wait for a sale ('tis the season) and just buy the XprssnMagic for genesis, and the iconic aiko4 shape for genesis and save tons of time fighting conversion and related oddities - getting to your goals faster, rather than fighting the tools!

    Hope this helps,

    --ms

    By

    mindsong mindsong November 2016 in Technical Help (nuts n bolts)
  • Dynamic Clothing in DAZstudio versus Poser Dynamic Clothing?

    To get the wind movement, you need the plug-in for the dynamic control, with the basic version you can only drape the clothing (and the full version gives you more control over the drape)

    ie: you need this:

    http://www.daz3d.com/dynamic-clothing-control

    Unfortunately that is not part of the 80% off deal, although I have seen it on steep discount in the past.

    That said, you can still get a pretty decent drape with the free version, you just don't have the same level of control. The draping itself works in a similar way to the Poser one, and I actually prefer the results compared to Poser, although that is not universal for all items. I also thinks it drapes a bit faster than Poser's, but if the item has a lot of polys (ie 30K or more) then it will still take quite some time to run a simulation.

    DS Dynamic control does seem to have some strange bugs, like occassionally an item drops through the floor, or fails to collide with something. Some of us believe there is a limit to how many polys it can collide against, and once that is hit, collisions are ignored.

    Hard to say which is better, but since I mostly work in DS these days, I would much rather drape there rather than do it in Poser, and have to do a load of import/exports to get the result back into DS. I also like the way in DS you can add a smoothing modifier to the final drape to remove any small poke through problems, although in Poser you can use the morph brush to clean up these issues.

    By

    Havos Havos November 2016 in The Commons
  • Where did Headshop go?

    There's something I'm still not quite getting here.

    In Headshop the shaping was imported as a custom morph.  Thus one could just apply any compatible Daz texture.

    Is that NOT possible with this new product?  It seems you implied not, but I'd like a clear statement.

    So, can I use a Daz texture with this new product or not?  Your answer will determine if I buy.

     

    No, you can still use DAZ textures and in most cases you will absolutely need to use DAZ textures because it's rare that a picture used to create one of these morphs is good enough and in high enough resolution to create a texture from. It will have things like shadows alway in the same place of the face no matter how your lighting is set up and so on. So yes, you can and probably should use DAZ textures.

    By

    nonesuch00 nonesuch00 November 2016 in The Commons
  • Fitting an A3 item to Genesis 3 Female

    this topic  show all detail about TU to make morph or clone.

    http://www.daz3d.com/forums/discussion/24093/transferring-morphs-from-genesis-to-g2m-g2f-and-from-g2m-g2f-to-genesis-now-with-clones-works-on/p1

     

    eg genesis3 have gen2 clone sahpe as default,, ..  then if you have  A3 clone for gen2 already,  you need not buy any item.

    or if you have  A3 clone  for genesis,  you may need not buy any item.. but,   just need to make genesis clone for genesis3 shape by TU. (or buy  product)

    then transfer A3 clone from genesis2 or genesis as Source to genesis3 as target,, , and make new clone.

    (need some more step,,to use for auto fit cone,,   the above topic show alll step I think)

     

    then,,,  do not you like this product ? "Techno tabby for V4"   

    http://www.daz3d.com/techno-tabby-v4-a4-elite

    the reason is,   I have bought same clothing but for V4,  it work well for gen3,, and   to get V4clone for genesis3 seems more  easy than serch A3clone for genesis3.

    http://www.daz3d.com/wear-them-all-autofitting-clones-and-clothing-smoothers-for-genesis-3-female-s

    I feel you may need  make morph with some posing.  though smooth modifier with generic type ease problem,,

     

    then if you lke to make clone by your self,,    you usually  need not care about face detail,, (no use for Auto-fit, or convert cloth for another figure)

    and not care about rig positoin. (so that you do not need,, adjust rigging  to shape and ERC freeze)  just need to make clone shape as morph .

    then set type as clone.. (then you can use it for TU shape, or Auto fit , clone)

    By

    kitakoredaz kitakoredaz November 2016 in Technical Help (nuts n bolts)
  • Where did Headshop go?

    There's something I'm still not quite getting here.

    In Headshop the shaping was imported as a custom morph.  Thus one could just apply any compatible Daz texture.

    Is that NOT possible with this new product?  It seems you implied not, but I'd like a clear statement.

    So, can I use a Daz texture with this new product or not?  Your answer will determine if I buy.

     

    By

    tring01 tring01 November 2016 in The Commons
  • RDNA Bundles- Deals and Reviews

    I don't have the day 1 2 3 discount.

    And I definitely don't stack more than 75% on arki/shox design, whatever I do.

     

    ....And I just find out that the Undead Creature Creator HD Morph Pack for Genesis 3 Male was....for the male! I own the female one. They so much look the same on the main promo image

    By

    boisselazon boisselazon November 2016 in The Commons
  • Whip out your WIPs

    I think this one might at least be near completion.  Your feedback will help me decide how close it is to being ready for release.  It's a Christopher Reeve face morph for Genesis 1.
     

    By

    Gregorius Gregorius November 2016 in The Commons
  • Importing a face into Genesis 3 from OBJ file?

    In order to use a mesh as a morph it has to match the mesh of the base figure, as far as the vertices that define it are concerned - that wouldn't be true of any shape you bought from Turbosquid. There are tools for creating morphs to match celebrities - FaceGen, though I'm not sure which figures are supproted, or the forthcoming Headshop 1-click for example.

    By

    Richard Haseltine Richard Haseltine November 2016 in Technical Help (nuts n bolts)
  • Aiko 4 XprssnMagic on Genesis with A4 Shape.

    What I want to do is transfer V4.2++ morphs to Genesis figure in order to be able to use A4XprssnMagic in order to use Aiko 4 Expressions on Genesis 1 figure with A4 Shape.

    Is something like that possible? The product description of Genesis Generation X2 leads me to believe that it is possible however I have my doubts.

    By

    Tryhard Tryhard November 2016 in Technical Help (nuts n bolts)
  • Mirroring weightmaps from one object to another ? (gloves)

    If I wasn't too far ahead on the one glove I'd do that... Taking that idea tho, I'll see if I can transfer the weights from the single glove to the 2 glove mesh, then mirror it to the other side with the syimmetry tool and then transfer it to the other single glove. Thanks for the idea!

    By

    StrangeFate StrangeFate November 2016 in Technical Help (nuts n bolts)
  • Question about custom.morphs& GENX2

    Note that if you use any bone adjustments/shifting in your original shaping (e.g. jawbone adjustments), the export/import will lose that bone motion, but the morph will still look/be 'correct'. but... anything (like teeth) parented to the jaw will no longer follow with that morph. Guess how I know this...

    Similarly, if you use certain dials (e.g. hitomi shaping) that rework geometry radically and syncronize things like eye scaling with blinking morphs, the export/import process won't carry those along either and you'll see the normal character morphs aren't quite right on the resulting new morph. It may not  be a problem in may cases, but I ran into blinking problems on a project character that use some of hitomi's gene-pool. This is NOT a problem with hitomi! (she's a great product!), but rather that the obj export process does not carry all of the information related to some dial-shaping dependencies with it, so the re-import has no idea that it should exagerate things like the original does. Any complex dial-shape probably has the same issue.

    Lastly, auto-follow becomes an all-or-nothing choice on the new morph, so consider if you have elf-ears that you don't want hair to follow, but you do want auto-follow for the rest of the body/mesh for clothes, you might consider exporting all of the shaping dials except those that would benefit from auto-follow (e.g. the ear morphs), and add them along with your new morph as a two step shaping scheme, and then you can control auto-follow separately (ears vs body) on the shapes that you still want it on for. I hope that makes sense.

    If your shaping is mostly facial, it's probably not too likely an issue, but good to know, Two things can look identical, but dial/bone dependencies can be lost and it's really confusing to figure out why "the same thing... isn't"

    --ms

    By

    mindsong mindsong November 2016 in Daz Studio Discussion
  • Morph for Genesis with Sculptris

    look for a thread that describes how to use an external utility to mirror the genesis that you exported from sculptris to fix that problem. I believe it's by 'masa' and called MTM2 or something close. @ghastly had success doing what you are trying to do using this tool. There was a mini tutorial and it's pretty simple. In it, you use load the base genesis obj (exported raw from daz as obj), and then you load your sculpted sculptris obj, press the mirror R->L, and save with all verticies (uncheck little box), and I think morph-loader-pro takes it in and it seems to like it.

    Hexagon has symmetry problems for vertecies close to the symmetry plane, and sometimes random verticies don't mirror as well, and this solves those problems as well.

    The utility is still out there, but any tool you might use to mirror the left-to-right may work, even possibly some tool within the DazSTudio toolkit.

    good luck,

    --ms

    By

    mindsong mindsong November 2016 in Daz Studio Discussion
  • Rigging or Weight Maps?!

    Another way

    Well my question is could of Jason avoided that problem by having the fellow do the splits before using the Transfer Utility?

    I know there is an extra way to do this.

    1. You have the model do the splits and export it so you can model on it.
    2. Create pants on that pose.
    3. Transfer the pants to DAZ Studio.
    4. Have the model do the splits.
    5. Transfer Utility (set Item Shape to Current for Source).
    6. Pants will spaz out.
    7. Unfit the pants.
    8. Use Transfer Rigging (Figure Space) option match rigs.
    9. Now fit the pants.

    There might be slight issues - but you can correct them with the Node Weight Map Brush.

    By

    Thomas Windar Thomas Windar November 2016 in Technical Help (nuts n bolts)
  • Morph for Genesis with Sculptris

    You have to export the whole figure at base resolution.  You cannot just export parts.  Unlike, earlier generations, Genesis and newer need to remain intact.

    Even if you've set it so it won't add vertices, Sculptris is very difficult to create morphs with...it does not always preserve the vertex order, which is key to a successful morph. 

    By

    mjc1016 mjc1016 November 2016 in Daz Studio Discussion
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