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Black Is Beautiful II
I know this post is old and I seen the extensive list but can anyone recommend a model that closely resembles Lupita N'Yongo?
The closest one I can think (texture only) of is Xhosa by Vyktohria at Renderosity. There's a Poser/Daz main part (VYK_Xhosa) with the morphs and original materials, and a Xhosa materials and shaders-only version for Iray, without the body morphs.
That said, the Xhosa main morph body and face doesn't closely resemble Lupita N'Yongo; you'd need to do a fair amount of dial-spinning for that. But the texture and tone is relatively close, I think.
Two object , one skeleton please help me!Was the clothing created around the base figure or was there a morph applied? If there is a morph on the model, for Source Shape select Morph and then pick the morph used or - for multiple morphs - just set the Source Shape to Current then click the Show Options button (if you don't have the extended options showing) and check Reverse Source Shape from Target.
Real male contentSerene Night It's not that I want to add an enormous bulge - If I may be crass - but I do expect them to look male. I want clothing to accommodate a groin area that isn't fixed to the pelvis like it should a woman. It's disturbing at best. All I want to do is have a few items of clothing that drape properly and fit a male character. Figures that do have "gen morphs" often get over exaggerated. It's more understandable when you see the amount of attention for a product like this for a female.
I agree actually. This is what I mean. If the pelvis area looks like there is nothing down there at all or it is flush to the hip bone or designed 'high' like it would be on a lady it can look very uncanny very fast. Although, I have no objection to a little bulge morph either.
Any way to cut off everything to one side of an object?The sectioning plane gets everything, and (to my knowledge) isn't per-object, though there's a feature under Advanced options -- when you create the plane-- that makes it sound like you can do this. In my experiments, in 4.8, the target of the node doesn't always get attached to the selected item, but even if you change the parent of the node, it still cuts across everything.
This seems like a bug to me -- you should be able to section only the selected object. The workaround, of course, is to muck with nodes in canvases, and render the cut portions separetely. That seems like more work than using the geometry editor or morph tools, which I agree leave much to be desired for a task like this.
Any Product or way for V3/M3 and V4/M4 Poses to Work Well in Genesis 2 figures?I just thought of this and haven't tried it, but it may work...
Load a G3 character, apply the pose.
Load a G2 character of the same gender.
Convert G3 to Triax weight map
Transfer rigging from G2 to G3 (May not need this step?)
Now, can either save the pose as a new asset, or copy/paste pose from G3 to G2 then save as new asset...
Uhm. tried it didn't work. The pose on G2 is not the same as G3.
Two object , one skeleton please help me!Under Output Options, on the right, it's Merge Clothing into Figure Skeleton.
yes it work but don't work if i don't ceck fit to in transfer utility, if i ceck it i have this problem ! how can i solve it ?? my cloth is already in position i don't want it

thanks again for your help!
Any Product or way for V3/M3 and V4/M4 Poses to Work Well in Genesis 2 figures?Go to ShareCG and find the scripts by SGApps... they will transfer poses at least as well, if not better than, the for-pay product that is available else where.
Any Product or way for V3/M3 and V4/M4 Poses to Work Well in Genesis 2 figures?I just thought of this and haven't tried it, but it may work...
Load a G3 character, apply the pose.
Load a G2 character of the same gender.
Convert G3 to Triax weight map
Transfer rigging from G2 to G3 (May not need this step?)
Now, can either save the pose as a new asset, or copy/paste pose from G3 to G2 then save as new asset...
Morph Import From HexagonFile>Save as>Support Assets>Morph Asset. The Author and Product names determine where in the Data folder the moprh is written (\Data\DAZ 3D\Genesis 2\Male\Moprhs\Author\Product) should you want to make a back-up of your own files without backing up all the store content.
Celebrity Look-a-Likes for 3D figures Part 2after 10 pages everything is starting to blur together for me. can someone tell me if there is a Sienna Guillory (Jill Valentine) morph? google pointed me here, but havent found a referrence to it.
Reference to her on page 1. http://www.daz3d.com/forums/discussion/comment/850773/#Comment_850773
went through every page 4 times. wasn't there.
I linked you directly to the comment that references her which was likely the 'cause of your Google result.
no, i mean the model wasnt there on the page in the link
Two object , one skeleton please help me!Hi i have this problem
i externaly made a cloth and import in to daz3d and select transfer utility
to bind the cloth to genesis model but result in maya is that daz create a separate skeleton for cloth!
i don't want it because i'm working with nvidia apex and i need all in one skeleton i can't fix it in maya
becouse i loose weight map and i can't restore daz's weight map
how i can solve this problem ?
in exporting or in some daz option ?
thank you
Rune 7 - looks same-old-same-old disappointingI think if Daz really wants stuff to fit naturally over breasts, they'd probably do some sort of invisible conforming morph, like the turtle shell thing.
A virtual corset would do wonders for most fits.
Bah, I've got Zev0's breast morphs I'll simply re-intigrate the default character after I morph out the grapefruits into proper water ballloons! (Sorry ladies, just tryin' to keep it light and silly)
Rune 7 - looks same-old-same-old disappointingI think if Daz really wants stuff to fit naturally over breasts, they'd probably do some sort of invisible conforming morph, like the turtle shell thing.
A virtual corset would do wonders for most fits.
Node Instancing questionI did not know about that optimization feature, I"ll have to play around with that.
I was also wondering, If I happen to alter the shapes of the instanced nodes, by altering the x scaling of some of them for example, does this defeat the purpose of instancing? I tend to do that. I'll take a rock, instance it 10 times, then morph them by scaling them in different directions, so they don't look all the same.
I was wondering if this effects the geometry in such a way, that it no longer makes sense to instance them.
Genesis 3 exportHas anyone figured out a solution for this? I'm having the same issue importing to Maya - FBX only exports the base resolution mesh.
Exporting as OBJ is not a good option because it won't come with morph targets. The only option with that is to export each morph target as an individual OBJ (literally dozens) and then re-apply them in the other program.
UE4 is similar, too - doesn't seem to want to import subdivided meshes as FBX.
Rune 7 - looks same-old-same-old disappointingWhat I dont understand is why there needs to be these premade “Figures” in the first place. OK yes I do understand that from a marketing perspective it helps vendors stay afloat. But what puzzles me is why people sit an wait for these pre-packaged,named& numbered character bundles that all look ridiculously similar to my 52 year old eyes. With the obvious exception of the Different skin maps, I have yet to see any “karen,Gia,Bethany,Arabella, Eva, Pick a bloody number blah blah blah. That could NOT be easily approximated with The commercial morph sets already available for G1,G2 ,and a little Slider manipulation. NO custom morph making in Zbrush or Sculptris just slider manipulation. And on the subject of non idealized“regular people” there are plenty of morphs for genesis 1&2 at least, to create poor postured Scrawny, out of shape even morbidly obese people as well as homely Dorky and outright ugly people Just like the variety of looks one might encounter on any major public transit system in any major city.????I see the point of several base models such as Michael, Victoria, Mei Lin, Lee, Aiko lines. They are distinctively different base models. However, recently I feel Daz has been pushing a little too far with all others. There are currently quite a lot and they are starting to look very alike.
Rune 7 - looks same-old-same-old disappointingA figures butt automatically reacting to a chair and flattening out some isn't so much about the way the figure is built as it is about the physics engine you need to be able to get that kind of dynamic interaction. Even then, how the figure looks is how the creator makes it look. It just works dynamically.
I'm thankful to the PA's who are putting a lot of effort into at least allowing some natural looking imperfections to creep into their figure creations. PA's must get tired of pointing out all the time that in the end they either create what sells or go find another job.
It doesn't seem to matter what figure gets put out, there are always a lot of people who love it and a lot who really can't be fussed. Some will even hate it, for a lot of different reasons. Someone mentioned you can use the standard morph dials on G3F to get a fair approximation of any of the base figures that have been released for her. If that is true then you should be able to use those same morphs to make any character a fair approximation of 'ordinary' looking.
Come to think of it, my first efforts at dial spinning created some VERY ordinary looking characters! :) Let's not go into too much detail about that but there might be a product in this for someone. 'Average Joe - a dozen morphs for G3M', bundled with 'Average Joan' and I would be a taker. Although that might depend on what they looked like. If a product I actually want gets released and it doesn't meet my expectations I'll be as prone as anyone to being dissapointed.
I think things are improving at Daz all the time, with a general trend towards everything getting better. They are obviously paying attention to what a lot of people are saying they want, and doing a pretty good job of incorporating what can be into a product that will still sell. Rune has to be gorgeous enough or she won't sell. I can see the time coming when I will be complaining that everything is getting too photorealistic and I can't do the art I like to do anymore!
As for Rune, I think her nose is too big, her forehead is too flat, I can't tell wether her eyes are too close together or too far apart, her chin is all wrong for the shape of her mouth and I have no idea what is going on with her cheeks. To me she is quite ordinary looking in a strikingly beautiful way. That makes me like her alot. I've seen images in the gallery of some of the base figures, real nice images, where the artist has managed to make the figure look ordinary in a very real way. I may not have the skill level to emulate that but if I keep learning it will happen.
This is the first forum I've participated in so I'm pretty new at it. Is it bad form or rude to be positive in a complaint thread? :D
Rune 7 - looks same-old-same-old disappointingHere is the problem, with 1 exception, every model coming out tries to embody some kind of human ideal.
you win...congrats you did it..over and over again.
There is only so many ideal figures...we got them
Want to sell a bunch more basic figure....give us some CLASSIC - flawed figures.
the classic...skinny girl
the classic...grumpy man
the classic...plain jane
the classic...spy villian
we have enough of the classic greek god/goddess form
just a suggestion
What I dont understand is why there needs to be these premade “Figures” in the first place. OK yes I do understand that from a marketing perspective it helps vendors stay afloat. But what puzzles me is why people sit an wait for these pre-packaged,named& numbered character bundles that all look ridiculously similar to my 52 year old eyes. With the obvious exception of the Different skin maps, I have yet to see any “karen,Gia,Bethany,Arabella, Eva, Pick a bloody number blah blah blah. That could NOT be easily approximated with The commercial morph sets already available for G1,G2 ,and a little Slider manipulation. NO custom morph making in Zbrush or Sculptris just slider manipulation. And on the subject of non idealized“regular people” there are plenty of morphs for genesis 1&2 at least, to create poor postured Scrawny, out of shape even morbidly obese people as well as homely Dorky and outright ugly people Just like the variety of looks one might encounter on any major public transit system in any major city.????+1
Morph Import From HexagonIs there a way to make it a permanent morph for G2Males?
Fitting G3F's clothes to G2F.There's a nifty trick I learned about not that long ago which may help with shoes.
Load the shoes, then load the figure. Without fitting the shoes to the figure, pose and scale the figure so the feet line up as if the figure were wearing them. Then when you do the rigging transfer from figure to the shoes, in the dropdown below the source on the left, select current. Then expand your options on the bottom and select the option that saus something like reverse morph. that repositions the clothes so they fit the character unmorphed and in standard T position :)













