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  • JeanZ for Genesis 3 [Commercial]

    Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.

    You can update the hierarchies/weight maps using the Transfer Tool.  The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.

     

     

    where can I find this transfer tool?

    Ahh, it is a little hidden.  This image should help.  If you have any issues just let me know.

     

    By

    the3dwizard the3dwizard August 2016 in The Commons
  • JeanZ for Genesis 3 [Commercial]

    Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround. You can update the hierarchies/weight maps using the Transfer Tool.  The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.

    Thanks very much for checking into this! My request for a refund hasn't gone through yet, so I was able to try your workaround and it works well. I do appreciate the way you're supporting your product & users.

    Cosmo, look under the Edit menu, Object --> Transfer Utility.

     

    By

    ColinFrench ColinFrench August 2016 in The Commons
  • JeanZ for Genesis 3 [Commercial]

    Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.

    You can update the hierarchies/weight maps using the Transfer Tool.  The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.

     

     

    where can I find this transfer tool?

    By

    cosmo71 cosmo71 August 2016 in The Commons
  • Moving On From Hexagon

    As far as I can tell there shouldn't be issues, there is a great deal of control over how complex the final model is polygon wise if one desires to go that deep.  I haven't done anything but base rendering textures included in the program so far, so I can't speak to its UV mapping capabilities.  But it does have extensive sculpting tools, so if one wants to get down to the poly level, it's rather easy, although I find it's not necessary so far.  Fusion 360 has plugins to transfer to some 3D renderers livelinked, but it does have its own built in renderer with materials.  But if one really needs to texture and has issues, it is fairly easy to break up models into their lesser components, so that one could texture whole sections or areas or 'panels' of a model at once without having to fuss with individual polys.

     

     

    By

    useroperator useroperator August 2016 in Hexagon Discussion
  • Moving On From Hexagon

    Nurbs modeling with parametric functionality has many advantages over a polygonal modeler. However, if there is a need to export the model to a different rendering application, there are a few issues to deal with.

    - Triangulation (also known as tesellation) from nurbs models commonly produces long, spikey triangles which are prone to rendering artifacts. There's only one nurbs modeler that I am aware of that can export triangulated models with control over the ratio of the edges.

    - Materials or textures and UV coordinates don't transfer from the nurbs modeling app to a triangulated model. Unless there is a need to do any rendering in the nurbs modeling application, materials, textures and UVs should only be added in the rendering application to avoid doing it twice.

    Some nurbs modelers have a plugin or bridge to transfer to a specific rendering application, so it may be possible in that case to use the texturing tools in the modeling app. It's probably a good idea to compare the texturing functions between the two applications to see if theres an advantage of using one over the other.

     

    By

    cdordoni cdordoni August 2016 in Hexagon Discussion
  • JeanZ for Genesis 3 [Commercial]

    Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.

    You can update the hierarchies/weight maps using the Transfer Tool.  The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.

     

     

    By

    the3dwizard the3dwizard August 2016 in The Commons
  • Sickleyield Rigging and Morphing System projection template problem

    So I'm on a Mac, got the SRMS, tried rigging something with it. None of the projection templates appear in the drop down menues of the transfer utility dialouge box as shown in the pdf, just the standard projection templates. Checked the folders in my library and everything seems to be where it should be. Any ideas? Thanks.

    By

    Wildedile Wildedile August 2016 in Technical Help (nuts n bolts)
  • JeanZ for Genesis 3 [Commercial]

    Have bought all JeanZ since the original ones for original Victoria apart from the Freak ones, and am pleased to see versions for Genesis 3. I suppose I will be gettig them, though a little concerned by ColinFrench's problem as I also use DS 4.8.

    Is the mesh vertex compatible with e.g. the Genesis version, so morphs can be just passed from one to the other (like your new ones)?

    I am, though, very sad you never made a Genesis 2 - especially a G2F - version. I need jeans for a G2F female character for a lengthy story that have to fit a lot of criteria (pose, style - they need to be loose and mid waisted, and almost all other jeans produced by others are tight skinny very low-rise types - and open type morphs, pllus good bending on thigh side-to-side and bend right up to the G2F bend limits), After going through all the G2F, G2M and Genesis jeans I had (life's too short to consider all the V4, M4, S3 etc ones as well), I ended up with a shortlist of 6 jeans by assorted PAs, none useable 'out of the box' due to wrong styles, poor bends, needing converting from G2M or Genesis etc, and eventually settled on the JeanZ - the Genesis version, but having to convert them myself to G2F as you never made Genesis 2 ones, despite my constant hope that you woiuld. I used Autofit to start, but the results were not useable as is, mesh ,horribly scrunched up and self-intersecting at the crotch, distorted at the mid back and leg hems, very poor thigh side-to-side and bend bending so then had to (1) clumsily and painstakingly fix the base converted mesh shape, vertex by vertex in Hexagon right through the crotch area up to the middle of the back, plus bottom of both legs; (2)  vertex by vertex fix the weight maps for the thigh side-to-side (without ever fully understanding the tools!); and (3) vertex by vertex fixing the bend weight maps for the thighs. Unfortunately I'm clumsy at it, and it has taken many, many hours. Even more unfortunately, since becoming disabled, computer work causes rapidly rising pain, I can't work for long, and I also can't work often. I've been slowly doing this JeanZ conversion off and on since last December, with long breaks when I just can't face more of that precision type work that causes pain to rise fastest, and I STILL haven't finished, so still haven't been able to start rendering the story I need them for. Done the base converted shape, both thigh side to side weightmapping and the left thigh bend, but STILL have the right thigh bend to do (the weightmap symmetry function doesn't work on it). I have so been hoping a G2F version from you would appear - I'd happily buy in an instant, and the relief at not having to do the rest of my conversion would far outweigh any annoyance at wasted work if one came out from you. But I suppose the appearance of a Genesis 3 version means the end of any hope for a G2F one.

    (I am sticking with G2F for the character. though, so slapping these G3F JeanZ on a G3F version of the character is not a solution. I've repeatedly tested and retested G3F as an alternative base figure to use, but G2F has several significant advantages over G3F in morphing everywhere but the head and also bending - as does triax over general weightmapping, IMO - and I'd lose too much going from a G2F to G3F verrsion of the character. The 'advances' in G3F appear to be all about improving things for people using a 'production environment' where they send the figures out of DS into some other industry standard software as sonme 'pipeline' mumbo jumbo, but at the price of loss of utility within DS itself; as I'm only using DS, those 'advantages' mean nothing to me, only the loss of utility within DS. The worse thing about the Genesis 3 is the lower resolution mesh on the body and limbs, with the loss of edgeloops outlining the main sub-skin muscle, tendon and bone structures. This has meant - among other things - that the 'genepool' has effectively been 'drained'.' With DAZ and PAs having to use HD morphs and normal maps, but with no basic outlines of the structures in the base mesh to tell different DAZ workers and PAs where the structures actually are, different SD and HD morphs and Normal maps don't align with each other and interfere with each other, so just cannot be mixed and combined the way they can with Genesis and the Genesis 2s. Everything's fine if you just want to use one -7 figure, but when I start trying to combine low levels of more than one -7 character morph, some DAZ body morphs,some  normal maps etc. bad things happen, JCMs conflict with each other over where the edges of joint details are, breast morphs (usualy to shrink them for realism) don't assume the edge of the breast mesh is the same as the -7 morphs do, etce etc, and it's just a horrible mess, especially when posing.)

    Hm. I suppose these Genesis 3 JeanZ will actually convert better to G2F than the Genesis ones did in that the base shape may fit without needing fixing at all if I used transfer utility and just retained the base mesh shape instead of letting Autofit mangle the crotch. OTOH they'd probably still need the thigh side-to-side and bends completely redoing, and I can't face that again. So I guess I'd better get on with the right thigh bend in my conversion of the Genesis version.sad

    First, thanks for your support, it is truly appreciated!  Yes the two versions of the JeanZ are vertex compatiable.  

    Sorry to hear of your struggles.  I sent you an message on G2.

    Cheers!

     

    By

    the3dwizard the3dwizard August 2016 in The Commons
  • JeanZ for Genesis 3 [Commercial]

    Quite a bit I'm afraid. Lots of smaller ones from various packs but this is the primary ones

    Gianni 7

    Michael 7

    Bodybuilder

    Fitness

    Oh, figured it would be simple, J/K.  So Gianni, Michael 7 and Bodybuilder have custom morphs so they shouldn't be a problem.  I just checked them and they are fine.  I don't have the fitness one in my list.  Does the belt reappear when you turn off smoothing?  Sometimes a lot of smoothing will cause things to disapear like that.

    I if you want I am willing to try and whip up a custom JeanZ morph for you.  Zero the pose on the male.  Zero Gianni, Michael 7 and Bodybuilder.  Set the Mesh resolution on the JeanZ to base and export it out of DS as an obj at DAZ scale of 100%.  I will message you with where to send it.  Can't guarantee that it will be 100% accurate since I will be doing it without the reference morphs. 

    Cheers!

    By

    the3dwizard the3dwizard August 2016 in The Commons
  • JeanZ for Genesis 3 [Commercial]

    Have bought all JeanZ since the original ones for original Victoria apart from the Freak ones, and am pleased to see versions for Genesis 3. I suppose I will be gettig them, though a little concerned by ColinFrench's problem as I also use DS 4.8.

    Is the mesh vertex compatible with e.g. the Genesis version, so morphs can be just passed from one to the other (like your new ones)?

    I am, though, very sad you never made a Genesis 2 - especially a G2F - version. I need jeans for a G2F female character for a lengthy story that have to fit a lot of criteria (pose, style - they need to be loose and mid waisted, and almost all other jeans produced by others are tight skinny very low-rise types - and open type morphs, pllus good bending on thigh side-to-side and bend right up to the G2F bend limits), After going through all the G2F, G2M and Genesis jeans I had (life's too short to consider all the V4, M4, S3 etc ones as well), I ended up with a shortlist of 6 jeans by assorted PAs, none useable 'out of the box' due to wrong styles, poor bends, needing converting from G2M or Genesis etc, and eventually settled on the JeanZ - the Genesis version, but having to convert them myself to G2F as you never made Genesis 2 ones, despite my constant hope that you woiuld. I used Autofit to start, but the results were not useable as is, mesh ,horribly scrunched up and self-intersecting at the crotch, distorted at the mid back and leg hems, very poor thigh side-to-side and bend bending so then had to (1) clumsily and painstakingly fix the base converted mesh shape, vertex by vertex in Hexagon right through the crotch area up to the middle of the back, plus bottom of both legs; (2)  vertex by vertex fix the weight maps for the thigh side-to-side (without ever fully understanding the tools!); and (3) vertex by vertex fixing the bend weight maps for the thighs. Unfortunately I'm clumsy at it, and it has taken many, many hours. Even more unfortunately, since becoming disabled, computer work causes rapidly rising pain, I can't work for long, and I also can't work often. I've been slowly doing this JeanZ conversion off and on since last December, with long breaks when I just can't face more of that precision type work that causes pain to rise fastest, and I STILL haven't finished, so still haven't been able to start rendering the story I need them for. Done the base converted shape, both thigh side to side weightmapping and the left thigh bend, but STILL have the right thigh bend to do (the weightmap symmetry function doesn't work on it). I have so been hoping a G2F version from you would appear - I'd happily buy in an instant, and the relief at not having to do the rest of my conversion would far outweigh any annoyance at wasted work if one came out from you. But I suppose the appearance of a Genesis 3 version means the end of any hope for a G2F one.

    (I am sticking with G2F for the character. though, so slapping these G3F JeanZ on a G3F version of the character is not a solution. I've repeatedly tested and retested G3F as an alternative base figure to use, but G2F has several significant advantages over G3F in morphing everywhere but the head and also bending - as does triax over general weightmapping, IMO - and I'd lose too much going from a G2F to G3F verrsion of the character. The 'advances' in G3F appear to be all about improving things for people using a 'production environment' where they send the figures out of DS into some other industry standard software as sonme 'pipeline' mumbo jumbo, but at the price of loss of utility within DS itself; as I'm only using DS, those 'advantages' mean nothing to me, only the loss of utility within DS. The worse thing about the Genesis 3 is the lower resolution mesh on the body and limbs, with the loss of edgeloops outlining the main sub-skin muscle, tendon and bone structures. This has meant - among other things - that the 'genepool' has effectively been 'drained'.' With DAZ and PAs having to use HD morphs and normal maps, but with no basic outlines of the structures in the base mesh to tell different DAZ workers and PAs where the structures actually are, different SD and HD morphs and Normal maps don't align with each other and interfere with each other, so just cannot be mixed and combined the way they can with Genesis and the Genesis 2s. Everything's fine if you just want to use one -7 figure, but when I start trying to combine low levels of more than one -7 character morph, some DAZ body morphs,some  normal maps etc. bad things happen, JCMs conflict with each other over where the edges of joint details are, breast morphs (usualy to shrink them for realism) don't assume the edge of the breast mesh is the same as the -7 morphs do, etce etc, and it's just a horrible mess, especially when posing.)

    Hm. I suppose these Genesis 3 JeanZ will actually convert better to G2F than the Genesis ones did in that the base shape may fit without needing fixing at all if I used transfer utility and just retained the base mesh shape instead of letting Autofit mangle the crotch. OTOH they'd probably still need the thigh side-to-side and bends completely redoing, and I can't face that again. So I guess I'd better get on with the right thigh bend in my conversion of the Genesis version.sad

    By

    DavidGB DavidGB August 2016 in The Commons
  • Script for setting Morph and Parent

    You should start a sticky with API Examples when you or someone comes up with them!  For example, you had a nice visibility example here:

    http://www.daz3d.com/forums/discussion/21827/script-to-toggle-visibility-of-a-node-and-all-children-nodes

    Found it via google.  I am not sure these are all in the API samples, but a Forum sticky about it, with basic user examples would be cool  (unless there is something similar I missed already).

    Here is the end result for me, made general for others benefit:

    //This part gets selected item and adjusts transforms with goal of replacing part of another figure
    var node1 = Scene.getPrimarySelection();
    var ctl = node1.getScaleControl();
    ctl.setValue(0.87);
    ctl = node1.getYPosControl();
    ctl.setValue(6.5);
    ctl = node1.getZPosControl();
    ctl.setValue(-2);

    //This part finds a Morph on the Node, and sets its value (change morphname of course)
    var object = node1.getObject();
    var mod1 = object.findModifier("morphname");    
    mod1.getValueChannel().setValue( 1 );

    //This part finds another figure in the scene, and the bone to parent the selected object
    var node2 = Scene.findNodeByLabel( "figurename" ).findBone("bonename1");
    node2.addNodeChild( node1 )

    //Then turn off the visibility of stuff the selected item is replacing
    node2.setVisible( false );
    var node3 = Scene.findNodeByLabel( "figurename" ).findBone("bonename2");
    var node4 = Scene.findNodeByLabel( "figurename" ).findBone("bonename3");
    node3.setVisible( false );
    node4.setVisible( false );

    I am not a programmer...lol

    By

    3dOutlaw 3dOutlaw August 2016 in Technical Help (nuts n bolts)
  • Why I chose this character, over that one...

    Yeah, I admit, I do wonder about that Butch. Some people are all hairy all over. Do you have to airbrush the hair out just above the pelvis. Seems odd to me.  I've seen the happy trail hair morph used, and that clearly doesn't stop at the pelvis. So is it more of a question of keeping the groin area covered or do you have to just avoid any hair near that area?

    By

    Serene Night Serene Night August 2016 in The Commons
  • Another free face for M4 /Amir

    oh??

    it's a no ++ morph only for m4. pm me if there's an issue with the file please so i can correct it

    By

    grylin grylin August 2016 in Freebies
  • Third Party Plug-In suggestions/requests

    These are the ones I would find very useful:

    1. PBR shading (lighting) model (who in the world uses PHONG these days?)

    2. New SSS shader (similar to one in VUE, for example)

    3. Skin shader (do I even need to explain need for this?)

    4. Blurred reflection shader (well, we all know how speedy Carrara's one is...)

    5. Blurred refraction shader (was never implemented)

    6. Weight transfer tool (very useful for clothing)

    Cheers smiley

    By

    FifthElement FifthElement August 2016 in Carrara Discussion
  • Script for setting Morph and Parent

    Well, I was following the link above, which if pasted and run (the second script shown) Rob was able to list out all of the morphs.  In that example, he goes through the path, it looks like.  I just assumed that was the only way to get the morph.

    That being said, I used what you said, and found some of your old helps, linked below and got it, thanks!

    http://www.daz3d.com/forums/discussion/13295/setting-parameter-value-by-name

    const oNODE = Scene.getPrimarySelection(); 
    if( oNODE ){
        var object = oNODE.getObject();
        print( object.name );
        var temp = object.findModifier("Morph");    
        print ( temp.name );
        temp.getValueChannel().setValue( 1 );
    } 

    Now I just need to figure out the second part, how to Parent that object to another, though I may just leave that as part of the instruction (i.e. run this script, that parent to figure) if it takes too long to figure out.

    Thanks Richard, always very helpful! smileyyes

    By

    3dOutlaw 3dOutlaw August 2016 in Technical Help (nuts n bolts)
  • How to save auto follow setting?

    When clicking the gear icon for a morph in the shaping tab its possible to deactivate the auto follow option who mess up some elements of my figure. But the problem is after saving and reloading the scene those settings are always lost. Is there a way to save them with a scene or scene subset?

    By

    mikek mikek August 2016 in New Users
  • Animated Shapes Separate Morphs

    I'm assuming you exported the morphed figure to use for re-importing the morph. When you did so, did you remember to turn the figure's resolution to base?

    By

    JackFoster JackFoster August 2016 in The Commons
  • Access to elements

    Yes I did get those required products it stated for the Michael Alive to work. It did download and the icons for the such as Michael4 Morphs++ are there it did does the intent to download when clicked but nothing pops on the morph.  The Michael Alive  I only have the hand poses and flexing file icon in the library. Yet in the zipfiles and remes the  anatomical elements and freaturs are shown in the contant list.

    By

    Dannycoppell Dannycoppell August 2016 in Technical Help (nuts n bolts)
  • Arki, You ROCK!!! Welcome All from RDNA!!!

    I was just recently working on re-shaping my V4 and M4 character's iris meshes to get the proper opposite highlight, like what Jeremy Birn recommends in his Digital Lighting and Rendering book. I really liked the results I was seeing, but I kept lacking the time to actually do it right. 

                                  test of a trial run at re-shaping the irises >>>>>>>>>>>>>>>

    Well now that Daz 3d merged with RDNA, there has been a lot of cool sales on our new selections.

    I was checking a whole bunch of it out the other day... there's a lot of really cool stuff! So I bought some of this... some of that... it's hard to say how much of the new products I've seen already, and I know that there's still a lot to come over from the other store. I hope the transition is going smooth for all of the artists.

    Anyways, I was messing around with my new Dragon: Ocean Queen, from Arki, and decided to go back into the store and see what all she has available in her store. Hmmm... I've already been an Arki fan having already bought several of her offerings. Anyways...

    While I was browsing I came upon the coolest thing: EYEdeas 3+ for Victoria 4 and Michael 4, just the very figures I've been working on! Well now I don't have to - Thanks to you, Arki!!!

    EYEdeas 3 are anatomically correct eye models that can work with any model, I imagine. But this kit is masterfully geared to work with V4 and M4. EYEdeas 3 are custom mapped, conforming or parented eyes, and EYEdeas 3+ are newer improved versions with a separate reflection layer which can be textured independently from the rest of the eye and can also be rotated separately from the rest of the eye!

    There are also versions which can use existing V4 or M4 eye textures instead of Arki's custom maps, so we can use shaders that we've already made for V4 or M4.props. 

    I was really excited to get my hands on these - but I was quite surpised when I went to load them in. Immediately after installing, I went straight in without reading anything about them, so I looked in the "Props" folder... nothing. So I went into the Figures folder and there they are! So I started looking through the options and loaded in a set onto my character. Wow! The set I loaded in is a conforming figure containing both eyes - which can be controlled with my Morphs++ eye-movement dials!!!

    Nothing wrong with props. I like using them. But using this, I don't have to hide them deep within my hierarchy, but just leave them in the list within my character's grouping, as with the rest of my conforming items - making them really easy to select and edit. EYEdeas 3 eyes have several morph dials for altering how they work and what they look like. I needed a convex iris, so I cranked that one up. 

    As it turned out, the set that I loaded in by guessing is one of those which uses V4's eyes UVs, so the shaders already within my tray did most of the trick, and I opened the instructions to see what to do with the rest... really slick setup... I'm very pleased!

    Very organized sets of choices in the Pose folder for Utilities for both the main character figure as well as some for the EYEdeas eyes. Then there's a bunch of MATs to choose from to make any sort of creature or person. 

    I also bought the expansion pack Vol. 1: Naturals for a selection of natural style textures and will get Vol. 2: Fantasy soon! I wanted to check out the product before going too deep. Seeing how easy the kit is to use, I'll be using these for all kinds of figures! 

    So cool! We can load the full sets of two eyes, or right and/or left eyes individually, so I know I can use these for Genesis figures and other figures like monsters, creatures, animals... anything that would benefit from detailed eyes.

    Still not finished tweaking these how I want them to be, the practice I spent on them got me pretty well acquainted with getting Rosie eyes set up - which shaders to use in which domains, etc., and now I'm experimenting with other options - like the other sets of eyes which use the other style of mapping, so I can try out Arki's really nice textures. She's got stuff in there for demons and monsters, mechanical beasties and droids, Fae... just the initial kit has some great options, and the expansion has much more. Definitely want that Vol. 2: Fantasy! I love having options for eyes!

    <<< Even better, if we use PhilW's Bright Eyes for Carrara on the "+" version's reflection layer, we can dial the reflection independently from the eyes themselves! Sweet!!!

     

    *Attached image is my first EYEdeas + setup. In Carrara, there's so much we can do with this, this quick render is only the beginning! I cannot wait to play more! >>>>>

     

    Arki... you ROCK!!! Thank You!!!

    By

    Dartanbeck Dartanbeck August 2016 in Carrara Discussion
  • RenderGuyNY's Freebies (latest freebie updated 5-24-20)

    after very little effort adjusting scale dials, poke through be gone,  towel set fits the same on the Female morph of Genesis 1

    only fit problems is the waist and outer thighs, other then that works on Genesis

    By

    XaatXuun XaatXuun August 2016 in Freebies
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