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Daz 3D Forums > Search
  • Transfer Utility distortion

    Okay, I'll see if I can hunt down and block the relevent morphs.

    Meanwhile, after I've used the Transfer Utility on the initial import of the collar, and I've zeroed out the Genesis shape, I still get the squished balls.  Unless I misunderstand, weren't they supposed to round out?

    By

    Bagboy Bagboy July 2016 in Daz Studio Discussion
  • Show Us Your Iray Renders. Part V

    I've always resisted making portraits but I guess the portrait people have won me over... for a while. This is a mash of G3F with Danae's London textures using Legacy UVs for Genesis 3 V4. Very hard to tweak the texture modifications for the geografts. And the bumps and speculars don't transfer properly. Had to do each one manually. And there was no displacement for the scarf, so I had to make one. And......of cause I couldn't get the eye brows to match the hair... sigh.... pretend you don't notice. wink (Image will enlarge if you click it)

    By

    fred9803 fred9803 July 2016 in The Commons
  • Moving my G2M figures to G3M

    The easiest method is using GenX2 with the Genesis 3 extensions on it. I'm not sure how many modules you'll need.

    I'll warn you that you can't transfer HD morphs, but everything else...

    Also, the skins require yet ANOTHER product to convert.

     

    Another approach is to simply say 'nuts to this' and adapt clothing and props to G2M. Personally it sounds easier, but it has its own challenges.

     

    By

    Oso3D Oso3D July 2016 in The Commons
  • Moving my G2M figures to G3M

    Hello everyone,

    I am working on a sci fi graphic novel, and have constructed the characters over the last year from G2M. However, now that G3M has come along, I want to start using the items and gear with the new figures. However, so much time and energy has been invested in the G2M characters, and their morphs/faces/skins, are exactly as I want them to be.

    is there currently a way, to transfer those exact figures over to G3M? A cloner, converter or such? 

    Sure, I could continue to use G2M, and will likely do so, but I do want to take advantage of the G3Ms flexibility if I can. Any help is geratly appreciated.

    Regards

    Linton

    By

    Linton Linton July 2016 in The Commons
  • The Doctor Appreciation thread

    Nice Clara morph :-)

    Here's the latest on my morph of the Matt Smith Doctor… or Eleventh Doctor, if one subscribes to the practice of not counting the John Hurt Doctor ("The War Doctor")… which I am happy to do, and which does seem to be the orthodoxy or canon dictated by the writing in the show itself…

    …anyway, I've applied a basic texture and refined the sculpt some more. Really want to get more detail in still. But I think the best way to do that is probably to use a displacement map, alongside the diffuse texture I'm now working on.

    Hey MonkeyCloud, just wondering how the Matt Smith morph was going?  I love your work so far!

    By

    shaaelia shaaelia July 2016 in The Commons
  • Non-photorealistic Renders (NPR)

    Very cool, ghosty. :D The vampire reminds me of Drucilla on Buffy.

    Thank you.. :) About the only problem is I can't do finer detail to the morph because do not have access to the special PA only HD morph pack..  Which sucks but ah well.. :(

    Have you considered creating a higher poly mesh with as much detail as you want, and then baking normal & displacement maps? There are many programs that will do it (Blender for one).

    - Greg

    By

    algovincian algovincian July 2016 in Art Studio
  • Rhinehold the Rhinoman [commercial]

    It's amazing how many utter *s there are out there.

    Keep up the good work, I'm a huge fan of your stuff (as witnessed by my owning half of your products here. ;)

    Does this model use HD morphs? I'm trying to expand my list of options with GenX2, now that it includes G3, but the inability to transfer HD morphs is a fly in the ointment.

    Don't forget Will that HD morphs are not the only issue with transfering these kind of creatures via GenX2. Geografts are also not transferred, and I would be very surprised if the horn on Rhinehold was not a geograft.

     

    Horn is not a geograft  ;)

    Interesting, I am surprised the end of the nose had enough polys to create a horn.

    It doesnt...the horn is a smart prop

    Hmm, I'm not sure I've converted anyone with a smart prop yet.  I know Rhinehold is for G3M, but would the horn still go where it's supposed to go on G3 after it's been converted to if he were a G2M character?  I'm not actually sure I have any characters with a smart prop like that, but I'm curious if it would.  

    @RawArt  Do any of your older characters have a smart prop like the horn?  That might be an interesting experiment.  I still have a whole stable full of your characters that I haven't converted yet.  I don't even really know that much about smart props other than how to double click on them and hope they go where they are intended.  

    I have no idea how it would convert.

    Leendary demon has smart prop horns  http://www.daz3d.com/legendary-demon-hd

    As for older characters...elebeast (a character scheduled to be re-imagined or g3m sometime) has smartprop tusks  http://www.daz3d.com/elebeast

    Rae-el has smart prop horns http://www.daz3d.com/rae-el-the-demon

     

    Rawn

     

    Hmmm, I have the last two.  I guess I know what I'm doing tonight!  :)

     

    'Near human' is right up my alley, so I have a LOT of Rawart. hee

    Yeah, not even close to my alley, well, maybe closer than I think.  It is almost embarrassing the number of RawArt characters I own considering the closest I get to his kind of character is SciFi and that's a loose definition of what I get close to doing.  ;)

    By

    Knittingmommy Knittingmommy July 2016 in The Commons
  • Rhinehold the Rhinoman [commercial]

    It's amazing how many utter *s there are out there.

    Keep up the good work, I'm a huge fan of your stuff (as witnessed by my owning half of your products here. ;)

    Does this model use HD morphs? I'm trying to expand my list of options with GenX2, now that it includes G3, but the inability to transfer HD morphs is a fly in the ointment.

    Don't forget Will that HD morphs are not the only issue with transfering these kind of creatures via GenX2. Geografts are also not transferred, and I would be very surprised if the horn on Rhinehold was not a geograft.

     

    Horn is not a geograft  ;)

    Interesting, I am surprised the end of the nose had enough polys to create a horn.

    It doesnt...the horn is a smart prop

    Hmm, I'm not sure I've converted anyone with a smart prop yet.  I know Rhinehold is for G3M, but would the horn still go where it's supposed to go on G3 after it's been converted to if he were a G2M character?  I'm not actually sure I have any characters with a smart prop like that, but I'm curious if it would.  

    @RawArt  Do any of your older characters have a smart prop like the horn?  That might be an interesting experiment.  I still have a whole stable full of your characters that I haven't converted yet.  I don't even really know that much about smart props other than how to double click on them and hope they go where they are intended.  

    I have no idea how it would convert.

    Leendary demon has smart prop horns  http://www.daz3d.com/legendary-demon-hd

    As for older characters...elebeast (a character scheduled to be re-imagined or g3m sometime) has smartprop tusks  http://www.daz3d.com/elebeast

    Rae-el has smart prop horns http://www.daz3d.com/rae-el-the-demon

     

    Rawn

     

    By

    RawArt RawArt July 2016 in The Commons
  • Rhinehold the Rhinoman [commercial]

    It's amazing how many utter *s there are out there.

    Keep up the good work, I'm a huge fan of your stuff (as witnessed by my owning half of your products here. ;)

    Does this model use HD morphs? I'm trying to expand my list of options with GenX2, now that it includes G3, but the inability to transfer HD morphs is a fly in the ointment.

    Don't forget Will that HD morphs are not the only issue with transfering these kind of creatures via GenX2. Geografts are also not transferred, and I would be very surprised if the horn on Rhinehold was not a geograft.

     

    Horn is not a geograft  ;)

    Interesting, I am surprised the end of the nose had enough polys to create a horn.

    It doesnt...the horn is a smart prop

    Hmm, I'm not sure I've converted anyone with a smart prop yet.  I know Rhinehold is for G3M, but would the horn still go where it's supposed to go on G3 after it's been converted to if he were a G2M character?  I'm not actually sure I have any characters with a smart prop like that, but I'm curious if it would.  

    @RawArt  Do any of your older characters have a smart prop like the horn?  That might be an interesting experiment.  I still have a whole stable full of your characters that I haven't converted yet.  I don't even really know that much about smart props other than how to double click on them and hope they go where they are intended.  

    By

    Knittingmommy Knittingmommy July 2016 in The Commons
  • Is It A Secret?

    Do you have anything else added to the figure, such as the anatomical parts (which would not be needed for a head morph)?  The first set of numbers you gave was 16828!=67312, that one is the Genesis 3 Male with 1 level of subd.  The second set is higher, so what is accounting for the higher number?

    By

    Cris Palomino Cris Palomino July 2016 in Daz Studio Discussion
  • Rhinehold the Rhinoman [commercial]

    It's amazing how many utter *s there are out there.

    Keep up the good work, I'm a huge fan of your stuff (as witnessed by my owning half of your products here. ;)

    Does this model use HD morphs? I'm trying to expand my list of options with GenX2, now that it includes G3, but the inability to transfer HD morphs is a fly in the ointment.

    Don't forget Will that HD morphs are not the only issue with transfering these kind of creatures via GenX2. Geografts are also not transferred, and I would be very surprised if the horn on Rhinehold was not a geograft.

     

    Horn is not a geograft  ;)

    Interesting, I am surprised the end of the nose had enough polys to create a horn.

    It doesnt...the horn is a smart prop

    By

    RawArt RawArt July 2016 in The Commons
  • Is It A Secret?

    You are still just making changes by applying the MR morphs in DS and exporting the obj and then reimporting it using Morph Loader Pro?  You aren't working on the morph in another 3D program?  73828 is not a multiple of 16828, so I am having trouble understanding what you might be doing.

    By

    Cris Palomino Cris Palomino July 2016 in Daz Studio Discussion
  • Rhinehold the Rhinoman [commercial]

    Knittingmommy: Finding out how much cool stuff required HD morphs was kind of a damper, but I've managed to pull some useful morphs back and forth. If nothing else, being able to (relatively) easily migrate DieTrying's 187 freebie morphs to G3 is super handy.

    It will be more useful down the road when G3 special creatures are on some high discount sale so it'll be worth buying when I'm effectively only getting a stripped down version (IE: what will transfer to G2).

    My procedural skin experiments plug a lot of gaps in Genesis 3 textures for me, but they work best with HD. So it's sort of two steps forward/one back.

     

    To people actually on board the G3 train (toot toot), I would HIGHLY HIGHLY recommend GenX2 for it.

     

    By

    Oso3D Oso3D July 2016 in The Commons
  • Semi-OT - nVidia Pascal cards debut finished, 1080GTX and 1070GTX announced!

    The CPU core speed is a big deal here not just the GPU , the moment you rotate or change things the CPU take over then moment you stop it switch to GPU so kind of Hybrid . When I set the CPU cores on a very low  speed everything slow down as well no matter how much GPU cores you using , that what I was talking about the balance between GPU and CPU , any changes to the scene need to be sent to GPU , only rotation of the camera need less CPU power , but changing morph or pose need to generate new obj that need to be updated on the cards . so how faster your CPU cores how less delay you will have  

    ...yeah even with just two Titan-Xs in your vid clip from last year, I was very impressed with the refresh rate. 

    For me it's move the camera or adjust the lighting, wait about a minute or two, and finally it refreshes.  Makes for very, very long setup sessions (or a lot of test renders).  At least working with 3DL I have a better indication of what is going on in OpenGL, particularly when setting up lighting.

     

    By

    MEC4D MEC4D July 2016 in The Commons
  • Get Your Encrypted Daz Connect Content Here Thread - none at the moment 2018-01-30

    I have to disagree about the feasibility.  Character artists create morphs to adjust bits and pieces dramatically or subtlely, and the same CAN be done for a basic/generic automobile.  Morphs like 'grill pointed', 'hood curve', 'wheelbase', 'windshield wrap', and more are not THAT out of line or difficult.  It would be more difficult than just creating a good specific automotive model.....but this would be a more 'generic' auto to begin with.  Geografts could be used for 'attachments' like airdams, spoilers and ground effects.  No argument that such a vehicle (done correctly) would be pretty pricey, but I don't see the feasibility being any more difficult than a good detailed original figure.

    (yes, I know custom rigging and modelling an original figure is a rather large undertaking.  I'm just saying it's about the same level of effort.)

    The hard part is the initial design of the mesh that would support all the morphs, without being ungodly high-poly.

     

    Here is the main problem I see with the idea.  Any character morph in order to work must maintain the exact same number of polygons as the base mesh.  So the entire vehicle would need to be able to change shape without adding or removing polygons.  For a mesh of a human its easier to do since most of the mesh is one large piece.  For vehicles though, we're talking hundreds of pieces even for a basic vehicle.  Even if the HD morph tech was used to help compensate which would allow for more diverse morphs across the vehicle, the problem with HD morphs is that it will not just subdivide one or two parts of the mesh but the whole thing so its adding extra polys where none are needed.  Geografts represent in issue in this case cause they have to match the UV of the part they are attaching too AND if that part has a morph in it, it further complicates the issue.  And then there is the rigging.  Getting all the parts to function correctly with the different morphs applied would be something else all together.

     

    I dont want to discourage you if its something you would like to tackle in your spare time but keep in mind that as you build a vehicle, or any product for that matter, you need to be able to think 5-7 steps ahead.  Building something like a car is like creating a puzzle.  You know what the end product should look like but the problem is you have to make each puzzle piece one at at time and make sure they all fit together in the end.

    No, trust me, I do understand.  I've been modelling and rendering in 3D since back in the 1980s.  While I'm not a DS/Poser guru (yet), and don't know all the gotchas concerning geografts, ERC, or some of the other particulars of this particular niche, I DO comprehend the thinking ahead.  Which is why I mentioned how important the base mesh design would be.

     

    By

    hphoenix hphoenix July 2016 in The Commons
  • Daz keeps closing.

    Transfer what? Some plug-ins have not been updated for DS4, I'm not sure about shaders. Content in general should be OK.

    If you check the log file is there any more information about the fatal error? Are there certain things, or types of thing, that trigger it or does it seem whooly random?

    By

    Richard Haseltine Richard Haseltine July 2016 in Technical Help (nuts n bolts)
  • to create a conform cloth with script?

    You would need to be able to set the Transfer Utility options via script too, I don't know if that is possible. Converting a prop to a single-bone figure is not at all the same as using the Transfer Utility to create a new figure with bones that match the source figure.

    Sorry, I don't notice :).  I used Figure Setup.

    How I can rename node label without dialog?

     

    By

    YudinEd YudinEd July 2016 in Daz Script Developer Discussion
  • Rhinehold the Rhinoman [commercial]

    It's amazing how many utter *s there are out there.

    Keep up the good work, I'm a huge fan of your stuff (as witnessed by my owning half of your products here. ;)

    Does this model use HD morphs? I'm trying to expand my list of options with GenX2, now that it includes G3, but the inability to transfer HD morphs is a fly in the ointment.

    Don't forget Will that HD morphs are not the only issue with transfering these kind of creatures via GenX2. Geografts are also not transferred, and I would be very surprised if the horn on Rhinehold was not a geograft.

     

    Horn is not a geograft  ;)

    Interesting, I am surprised the end of the nose had enough polys to create a horn.

    By

    Havos Havos July 2016 in The Commons
  • messed eye balls in zbrush, already imported morph. can I restore just eye balls?

    Hi petepolyakov,

    I had this kind of problem with the teeth.

    To quote Richard Haseltine:

    "In Polygon mode seelct the surfaces

    Right-click in the viewport, Geometry Selection>Convert Selection>Convert to Vertex Selection."

    The trick is select the body parts you want in polygon mode but then use the popup menue on Right Click to get to Convert to Vertex Selection. Once you have that, then Right Click again and you will get the Popup menu which does have the Morph Editing option.

    Personally I think the DS devs should re-think this process, it is too well hidden! Perhaps they could include the Morph Edit option in the first menu and have it automatically swap to Vertex Selection mode when selected.

    By

    IsaacNewton IsaacNewton July 2016 in Technical Help (nuts n bolts)
  • Rhinehold the Rhinoman [commercial]
    The one two punch of G3 is that both morphs and Skin are hard or impossible to transfer, so you miss the detail of HD plus any bump/normal/displacement from texture.

    How are transfers going to G3?  I haven't tried them yet, but all of my older RawArt characters that I've transfered to G2 worked like a charm once I figured out what I need to do with the M4 textures.  Took me a few tries to figure out that I still needed M4 even when I was working with the V4 model on some of them.

    By

    Knittingmommy Knittingmommy July 2016 in The Commons
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