-
Cori for G2F
The morph from ramworks is no longer available
What shirt/jacket/coat is this?I don't think it is Stone. Did a test on that one. Looks nothing like the jacket in the promo. I've included a sample which I had to do in 3delight so different shader. For some reason, Stone crashes on my version of DS when using Iray, still using 4.8, so I may have come across another product that only works with the updates made with 4.9, but I'm not sure about that and I'm not ready to upgrade anytime soon yet to find out.
The lapel is all wrong and I couldn't find a morph to open the front of the jacket more at the chest. All of the open morphs concentrate on opening the bottom of the jacket.
Panties and ThighsIt may be related this topic,,,
One product I really suprised is, underware which is inluded in Genesis3female starter kit.
When I start lerning modeling clothing for genesis figures,,I have believed,, usually more mesh usually give me more smooth deformaiton with weight map.
But one day,, one vendor discribe documet,,in daz wiki. (I could not find the document,,at current,, maybe I forget how to serch it)then she discribe,, how make low pogion underwear,, (it was bikini type top underwear,, I remember,,)
and the merit of it than more high poligon model clothing,,, tit discribe it can reduce,, weight map problem etc too. I could understand what she said somehow but actually I have not tested the way..then after all,, I still often add more mesh for my clothing,,(Like subdivide,,) just hope to smooth when I rig it in daz studio,,,,)
but today I check genesis3female basic wear product (panty ^^;) then compare with Auto fitted product from genesis2femal.the basic wear of genesis3female is actually really low simple poligon arrangement,, there is no additional morph etc,,
but it not strech ugry,, with most of pozing. without smooth modifier keep clean edge. I need not turn off Auto followed JCM about this simple underwear. and need not apply smooth modifier, most of case,, of course it work well with smooth modifier too. I really feel it is pro modeling techinic . and hope to learn from it. (who it vendor of this product? I believe she intend to make it as such simple (but clean low poligon)
I may challenge ,reduce poligon more,, when I make underwears,,,
Duplicate Formulas when saving/modifying custom contentThere is an ERC Bake command that will unlink your morphs, so you can make refinements then refreeze and save. Set your controlling morph, find it in the Property Hierarchy, right-click and select ERC Bake (type); adjust the values as required, or add additional moprhs; then do ERC Freze again to relink everything and either use Save Modified Assets or simply resave your morph.
Ideally DS should avoid creating duplicate formulas, rather than creating them and giving an error only on re-loading - there may well be technical limits that prevent this but it may be worth opening a bug rport describing what you see, with steps to reproduce.
Asian female face morphI love the morph! Thank you!
Importare obj come vestiti in daz?Ciao!
Prima di tutto ti consiglio di andare direttamente al thread italiano,qui: http://www.daz3d.com/forums/viewthread/26371/
Secondo, hai sbagliato un paio di passaggi.
Non tutti i programmi hanno gli stessi assi XYZ. Per esempio, in DAZ l'asse Y corrisponde al movimento Su-Giù (per dirla spicciola) mentre in altri quel movimento va sull'asse Z. Quindi quando esporti-importi devi verificare che gli assi assegnati siano gli stessi.
Poi devi assicurarti di importare il modello al 100% delle sue dimensioni e di non ridimensionare una volta importato. E ricorda di non modificare le dimensioni nemmeno in esportazione.
Una volta che avrai rispettato queste regole avrai il modello della forma, dimensione e orientamenti precisi.Poi, per fare indossare il nuovo vestito al tuo modello, devi andare in Edit->Object->Transfer Utility e da li scegliere come fonte (Source) il modello e come destinatario (Target) il tuo vestito. Puoi anche lasciare le impostazioni così come sono, ma se vuoi fare un lavoro davvero pulito dovrai selezionare il tipo di vestito dal menù a tendina "Projection Template".
Tinkerbell hair and fairy earsReally quick fix: select the hair, go to the parameters tab, check the "show hidden properties" option and dial down the auto-generated ears' morph. It won't work that well with morphs that do something extreme, but for elven ears it usually is more than enough.
Mei Lin 7 in the worksMorph list on the M-65 American Icon jacket for G3F:
Supported Shapes:
- Arabella 7
- Bethany 7
- Eva 7
- Gia 7
- Karen 7
- Mei Lin 7
- Olympia 7
- The Girl 7
- Victoria 7
- Other Shapes supported in Daz Studio by Auto-follow
Izabella and Julie are nowhere to be found though.
I also think it is safe to assume that Lee 7 will follow shortly after : )
Tinkerbell hair and fairy earsI would like to get some fairy ears with the tinkerbell hair but the hair move with the fairy morph. The result looks like this:

I tried to fix it by removing the weight map part for the hair around the ears but there is only a "General Weights" map which doesn't seem to change anything in this concern. On the other hand a d-former to move them back in works to a certain degree but every time when adjusting the ears the hair move again. This doesn't look well with animations.
Is there any better way to fix this?
Load G3F vs Load Character?There is no difference, loading Bethany is simply a convience in that it also pre-loads her skin and morph. If you loaded G3F at the start, and then applied Bethany's skins and morphs it would be identical to loading Bethany directly. None are more or less flexible than the other. There used to be a minor difference in that Bethany's morphs were not displayed in the current morphs when she was loaded directly, but I think that stopped being the case in DS 4.7 (not sure which version to be honest)
Michael and Friends Appreciation Association [Lots of images, please.](Iray's displacement isn't as nice, IMO, as 3DL's, though)I don't think anything does disp better. Displacement is a pain in Iray, Lux, etc. and I avoid it whenever possible. That's why I'm one of those people who a little cross at being told I can use displacement maps for details on skins because we aren't allowed the HD morph loader.
One big breakthrough... some folks had beaten the realism drum of 'glossy color should always be white!' And, well. No. Light responds in weird ways, and whether or not it's 'realistic,' it can LOOK GOOD to have surfaces with glossy color.
Rules are there to be broken as far as I'm concerned. I used a very slight tint on the diffuse channel on the skins above because if I have one criticism of the Dash textures it's that they have a very slight grey look when rendered. You don't have much latitude though before it starts to look very wrong indeed (may even have slightly over done it here).
Thanks for nice comments everyone!
Introduce Yourself, Hello, my name is.....Hello,
My Name is George, I am very new to Daz 3d . I am a product designer using solidworks and Geomagic Design X for a living. I guess you can say my passion has always been 3D Characters and animation. When I started my career, the training and online availability of software and tutorials for 3DSMAX was a little more scarce than it is now. I would have loved to make a career using 3d Studio or Maya, but that was then this is now. I am now getting more in to Daz 3D for a start and I was wondering what the best morph pakage to purchase would be. I would rather purchase the combo package for the best value. I am starting with Genesis 3 so I want the latest package. Any help would be appreciated.
Thank you in advance.
Fiddling with Iray skin settings...ok... i see it now that way...
i only own gen3 base so i dont know other gen3 characters... The eye has a great construction and the iris morph and all UV's including the black center on the sclera make sense that way:
eye moisture is the sclera!
the center is opacity = the black part center on the sclera...
the morph has now the soft transition and makes sense for fine adjusting...
And that's how it looks: (standard gen3 eye - no additional work.. just a setup which matches the eye construction and UV maps.... just some iterations (slow card!)
the only thing what can now be improved is a concave iris morph for more light/shadow play. ( i am using a not optimal displacement map here).
Fiddling with Iray skin settings...Right, thank you - i am trying to group the UV's for a extern workover.... EyeMoisture confused me on the cornea UV map ...i did not expect that they are on the same level..playing in the geometry editor right now - i should have started there... thanks for clarifying.
With strange iris morph i meant exactly what you are saying - ... this moving out and inside does not give the smooth transparent effect which is in nature to see on the transition to the sclera..the morph does more harm then improve.... i will do another one.
Fiddling with Iray skin settings...Eye surfaces moving from the outside in are:
EyeMoisture which is like the tears and eye lubricant surface.
Cornea which is in reality a solid but having a back on it would just be hidden and extra poly's since we can use a shader that will give it the same effects as a solid liquid.
Iris which blends into the sclera and the same surface level
Lastly is pupil and it is not really a surface at all in a real eye but a hole that is open into the inside of the eye. It shouldn't have anything other than black on it unless your doing a defective eye. If we did my eye one would have a small white "check" shape in it for example. But that is very uncommon.
I think the eyemoisture layer is what is really messing with the program. Its giving a smooth solid reflection when as you say the sclera should have bump. I'd consider hiding it totally unless your dead set on the "tears" along the bottom curve of the eye.
That iris morph I think is intended to move the iris back and forth though I think it should be making it more concave or convex rather than just pushing it back or forth. I believe the intent is to help mimic the curve on the back of the cornea. I know if you do -100 it pops right out of her eye. May be one of those morphs that less than 100 (and never negative) is a good idea. If your going to do an eye texture however, I would have a look at it at -100 because that clearly shows that the iris texture needs to go out past the edges that are on the template. Even when it is not adjusted you can get a ring around the iris if the texture isn't quite right.
Fiddling with Iray skin settings...i am trying to understand Gen3 eyes. Because i really find it way more difficult to get correct reflections now...
Problems are:
1. there is no material zone for the "cornea layer", except for the cornea part over the iris (should be the sclera but that's one material level lower).. there seems to be a "standard material" which creates always reflections...?
2. the reflections on the sclera are usally blurry... but bump on the sclera is one layer lower then the reflections of this "standard eye material" are....
3. I find the Iris morph really strange, what is the intent for this? i see seldom good looking rendered Gen2 eyes except frontal renders with custom morphs... a ring opacity gradient does look way better and natural.
image one: ZERO reflections on all eye materials
hmm..... that's not a critic.. more questions.. do i see this correct ? or did i overlook something? i cant see a material surface for the outer "ball".. and i dont understand why there are reflections on the cormea bulb when i set it to zero.
Genesis 2 to Genesis 3 converterWell we do have lots of stuff already. I don't think we will ever get anything for Skins however as it has several challenges. You can look at the thread on how to use Blender to transfer the maps to see how complicated it is.
The Folks at Rendo figured out how to do this. There are skin converters / UVs now for V4 to G3 and G2 to G3 females from CaymanStudios
New way of doing the Genisys modelsAfter reading all you comment, Gordon228, yep, you're right, in more than 10 years of using DazStudio and creating beautiful custom characters for my pleasure style of rendering I never could make a resemblance morph like Sayumi Michishige in all this years due to broken morphs in nose and eyes.
I will give a reward of $15.29 USD in paypal mode if somebody can do that.
I think the morph could be done, but you'd need the right textures.
texture is no problem, any white skin with little make up will do fine.
the offer is still active.
Dial A Face is Back! (Now featuring Genesis 3!)Wow, she looks good there-thank you!
I'm not clear on how to go about turn her into a single dial-she's the result of sliding a bunch of dials from the Head Morphs set and also the main V7 head morph dial. Is there a better way to handle a dialspun preset for the various forms of Genesis characters?
Duplicate Formulas when saving/modifying custom contentMy 'solution' so far has been to delete the DSF file, reimport the morph, and try to get my adjustments right before saving. I've literally done this dozens of times for this one morph. I find that once the dup formula is loaded, it ruins the adjustments to the rigging for the morph.
I have the DSON editor and I'm wondering if I could just delete some data there instead of re-doing everything...











