• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions
  • Download Studio
  • Menu
  • Daz 3D
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • AI Solutions

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • Show Us Your Iray Renders. Part VII

    Winter time

     

    Very nice.

    Thank you @Fishtales

    @nonesuch00

    That was exactly the type of theme i was aiming for. I was shooting for a image in my mind of something from my past when i was living in Syracuse working for Victoria secrets, it was like back in the late 80's. Thank you for the nice comment, you were right on target :)

    By

    Ivy Ivy March 2020 in The Commons
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    What morphs are pulled in with the character.

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    All of the morphs from converted characters are in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager.  Characters do not need to be deleted as they can be overwritten without issue.

     

    I cant find find these morphs. I dont understand what you mean by "the FIRST directory for Daz Studio Formats specified in the Content Directory Manager".

    Edit: I found them. Just had to dig a little deeper.

    Excellent!  

    Did reconverting help?

    I havent had the chance yet. Way too many distractions at the moment. frown

    By

    AnotherUserName AnotherUserName March 2020 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    What morphs are pulled in with the character.

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    All of the morphs from converted characters are in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager.  Characters do not need to be deleted as they can be overwritten without issue.

     

    I cant find find these morphs. I dont understand what you mean by "the FIRST directory for Daz Studio Formats specified in the Content Directory Manager".

    Edit: I found them. Just had to dig a little deeper.

    Excellent!  

    Did reconverting help?

    By

    RiverSoft Art RiverSoft Art March 2020 in Daz PA Commercial Products
  • XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)

    Update-

    I found the solution to the Lip/Mouth distortion that I was having. The first time I used the XTransfer, I only Fav'ed the Character "Victoria 7" for example. After running XTransfer it would create a slider for the Character, Body, and Head. 

    I tried the process again, this time Fav'ing the Character, Body, and Head sliders. As expected, all three sliders show up. However, when the individual morphs were applied the results were much better. In the pics below you can see that the Lips/Mouth look almost identical to the G3F figure, the mouth is open a little but that is easily adjusted. I also used the Adjust Rigging that Outrider42 suggested and the pose distortion was corrected as well.

    Head Shot: G3F on Left, G8F on Right. Others: G3F in gray, G8F in blue

     

    By

    Tymefyre Tymefyre March 2020 in Daz PA Commercial Products
  • Relative poly count or burden on resources from different generations?

    You get G1,2,3,8 base figures free with Daz Studio.  The poly counts are shown in the information box below the Scene tab.

    Fantastic! Just what I needed. Thank you very much Sevrin!

    Another question, that may or may not be related(?): Can anyone tell me why I see some "character" products that say, e.g., "for Victoria 7 and Genesis 3 female," but then others will say only "for Victoria 7" or "for Genesis 3," not both? 

    It worth remember (presumine one has forgotten), that Victoria 4 was the base figure; with Genesis, the base figure was the default Genesis (1,2,3 amd 8), with Victoria, and every other character produced, being a derivative.

    You will see on occasions, characters stating a requirement of X, which means if you don't own it the shape will vary, and in the case of earlier Genesis generations, the texture maps may not work correctly. This applies to the various Genesis generations; earlier ones (pre genesis) the requirement was actually a requirement; I am unaware of any exceptions.

    By

    nicstt nicstt March 2020 in The Commons
  • Show Us Your Iray Renders. Part VII

    Princess  #Gallery for credits

    This is something i did when converting old v4 content over to Iray.(Still) The fairy gown & dragonfly hair I made dforce . I added a velvet txt to the panther to give it a heavy coat.  I think Victoria 4 is still looking pretty good ,still some life in the old gal anyway.

    By

    Ivy Ivy March 2020 in The Commons
  • Relative poly count or burden on resources from different generations?

    ok here some "extra info" about poly count, 

    Daz studio have a system of  "subdivision", which "to make the models looks more "smooth", they making it have "fake extra polygons" in this case double, triple or quadr the "real polycount" of the stuffs and that "fake count is what is called high resolution".

    Each level of SubD quadruples the polygon count. DS uses Pixar's OpenSubDiv system, as far as I know.

    is pretty normal when you are looking at a mesh poly count in the mesh info it display something like that: let's say 60000/30000, the first number means the "high resolution and the second one means the "base" or real value of the mesh, also many times when look af the scene info we see "different numbers like, total vertices, total triangles, total quad total faces, total lines, each one is to show to us a specific type of info of the scene count meshes, the one which is really the most "accurace" about the real count is the "vertice count", then aways look for the vertice count when wanting to know the "real poly count" of a scene, because it's is the most accurace of then because it's count both quad and tris the scene have( while also quad counts as tri too, because a quad in 3d means 2 tri, the vertice will count it as one singe part of the mesh in the same way it will count any "tri" which is not part of a quad also as a mesh part means which if you have let's say 10 quad and 3 tri which are alone without being part of a quad it will make a total count of 13 in the mesh.

    Vertices counts vertices - the points which are linked (by edges) to define a polygon of any type. The counts refer to entities of the specific type listed. I'm not sure what your last sentence means - are you trying to say that ten quads plus three triangles will end up being broken down into 23 triangles?

    daz genesis 8 Female character havie a base of 17.020 or as a "short way we say 17k(the k means which have a extra 000) vertices (counting both body and eyelash which are "split" into separated meshes)

    daz Genesis 8 Male have a total mesh of 16.384 or around 16k( + ou -)

     

    this "high resolution effect" while in theory is not that "problematic" in pratic it is really because it as any other "high poly count it can "eat" your machine, at last before your start to render, specially if you don't have a "rendering machine(at last 2 really strong video cards, at last around 24+ giga memory, a very good and large ssd and hds, at last a top strong/top processor and others stuffs), well you know a really top gaming or working machine, if you have less than that like a machine with a single video card not top market 16 or less memory and others stuffs you can really suffer a lot with daz meshes and really the issue normally is not the "character itself" because normally daz characters after the "victoria 4 generation really don't have that much of "high poly count", they are around 21k to 16k poly count on the base body which while it alone it's not a issue, the issue starts when you start to add "the stuffs" like cloths, hair, eyebrows and others stuffs(i'm count/talking only the mesh side not the textures and materials side which themselfs also can "eat a lot of the machine").

    I think you are overstating the system requirements. Also, bear in mind that DS has separate SubD level settings for renders (used by Iray) and  scene (used by the preview and for xports). 3Delight doesn't care about the SubD level as it uses different settings to determne how many divisions to apply.

    while in daz some "generic normal real life cloths" normally are not really that "big deal in poly count" being around a total of from 30k to let's say in worst cases 100k, some more "fantasy" or sci-fi or "others themes" can easy go around from 300k to around 600k, which it's already being a huge number for many 3d modeling programs, it's up to the "artist" themselfs, some artists love "go high and even the "sculpt" even the most micro detail in the most high resolution possible while i'm not saying it's wrong or terrible or anything like that and really is a personall choice "that choices does have a high impact in the work", making in some cases you have to "render the character "alone" to add him/her later in the scene because the insane amount of polygons and weight of the materials/texture making impossible to "load the full scene" in a single render or it can "explode your pc.

     

    also again the problem is not just the "cloths" but the same goes for hairs and beards, or eyebrows, specially with the new age of "fibermesh" and dforce, you can also easy get yourself with "hairs" or others stuffs being easy between 100k to up to 1 million polygons in a single hair  or beard or hair body, while for eyes brows you can go from 100k to 600k.

     

    then when loading a "single character" with all that stuffs, like a fantasy female character getting a fibermesh hair and eye brows and a fantasy armor around 300k, you can easy ending with a character above 1 million polygons just the character alone.

     

    now comes the real big deal, take this character the fact which that 1 million" is the "base" not the high resolution" and normally everything is "loaded" in high resolution which can also means from x2 to up to x5 which based on how it's subdivided it can easy go close the "billions" in a single character, if you don't pay attention in what you are doing and ca really literally blow up your pc, even the most top machine or just crash the daz before it can proper load the character or the scene.

     

    normally most of the "hqs" or images i see using daz are about "normal real life stuffs" making things more "easy", but when you go the fantasy scene then you must really becarefull with what you want to do and how you want to do

     

    and about the "poly count" it's something i've be asking for "ages", because my 'area or work" with daz is heavy dependent in the poly count of the stuffs, high poly count stuffs are a "no no" for me, any character going above 120 to 150k at best vertices is a no no because it's become a really high poly character, then i've already have a lot of issues and refunds because i've ended picking a lot of "high poly stuffs" which while the renders looked beatfull when comes the "poly count" it was a nightmare for me, which would be avoided if i knew from the beginner the "poly count", nowdays the daz staff is giving a support by sending me the poly count of many stuffs which i could not find asking here, making more easy for me to know what to buy or not.

     

    yeah when i was typing I was a little forgetful and in doubt about how subdivision works, yeah it quadruples the number then you go for exemple from 17 to 64 then to 256 each time you subdivid the stuff.

     

    about the "vertices i was just explain why is better you look at "vertices" than try or even quads, because vertices is the most accurace count to know how "really dense is the mesh, because in meshs you have quads, points, tris and all the others facts which each one have they own value then the vertice is basically the 'total of that values.

     

    i'm basing on my machine, i have a 1 tera hd, i don't have ssd

     

     

    and daz is one of the few programs/games which give me some head caches when trying to play/use, not all the times but if i start to load a "heavy character" not only  texture but in poly count it can be a pain because my daz start to run slow specially if i load "heavy subdivided characters like for exemple the orcs which are sub 3 or 4( 1 million poly), when i load then in the "base" it's fine but as soon you start to place then in high resolution and sub it, based on what you have in scene it can start to make the daz goes a little slow and sometimes the render take more time than normal, but since i'm only load "characters in daz and normally avoid to load "too heavy and high poly count stuffs" normally i don't have too much issues neither in preview or render but the few stuffs i have high or when i want to bake the "high resolution into the "low" resolution and need to increas the poly count then things can become a little pain when working in daz.

    in the end what i wanted to means was which high poly stuffs can put a toll too in the scene in the same way textures/materials can do and becarefull when trying to "smooth" too much things because you are even if virtually increasing the poly count and it plus textures/materials can have a big impact in the final product.

     

    for exemple this new product:

    https://www.daz3d.com/dforce-death-strike-outfit-poses-and-battleaxe-for-genesis-8-females

     

    it's really amazing and beatfull and detailed, however due to being "detailed this is "it's cost" for it:

    dForce Death Strike: 656,210 - without count the weapons just the outfit (i asked to daz dev team)

    this is just "his base" not the high resolution" now imagine the "high resolution", how heavy load it can be, not just for the "texture" but for the poly count, that is the sort of stuff you must be carefull when creating a scene to work.

     

    By

    Ellessarr Ellessarr March 2020 in The Commons
  • Relative poly count or burden on resources from different generations?

    ok here some "extra info" about poly count, 

    Daz studio have a system of  "subdivision", which "to make the models looks more "smooth", they making it have "fake extra polygons" in this case double, triple or quadr the "real polycount" of the stuffs and that "fake count is what is called high resolution".

    Each level of SubD quadruples the polygon count. DS uses Pixar's OpenSubDiv system, as far as I know.

    is pretty normal when you are looking at a mesh poly count in the mesh info it display something like that: let's say 60000/30000, the first number means the "high resolution and the second one means the "base" or real value of the mesh, also many times when look af the scene info we see "different numbers like, total vertices, total triangles, total quad total faces, total lines, each one is to show to us a specific type of info of the scene count meshes, the one which is really the most "accurace" about the real count is the "vertice count", then aways look for the vertice count when wanting to know the "real poly count" of a scene, because it's is the most accurace of then because it's count both quad and tris the scene have( while also quad counts as tri too, because a quad in 3d means 2 tri, the vertice will count it as one singe part of the mesh in the same way it will count any "tri" which is not part of a quad also as a mesh part means which if you have let's say 10 quad and 3 tri which are alone without being part of a quad it will make a total count of 13 in the mesh.

    Vertices counts vertices - the points which are linked (by edges) to define a polygon of any type. The counts refer to entities of the specific type listed. I'm not sure what your last sentence means - are you trying to say that ten quads plus three triangles will end up being broken down into 23 triangles?

    daz genesis 8 Female character havie a base of 17.020 or as a "short way we say 17k(the k means which have a extra 000) vertices (counting both body and eyelash which are "split" into separated meshes)

    daz Genesis 8 Male have a total mesh of 16.384 or around 16k( + ou -)

     

    this "high resolution effect" while in theory is not that "problematic" in pratic it is really because it as any other "high poly count it can "eat" your machine, at last before your start to render, specially if you don't have a "rendering machine(at last 2 really strong video cards, at last around 24+ giga memory, a very good and large ssd and hds, at last a top strong/top processor and others stuffs), well you know a really top gaming or working machine, if you have less than that like a machine with a single video card not top market 16 or less memory and others stuffs you can really suffer a lot with daz meshes and really the issue normally is not the "character itself" because normally daz characters after the "victoria 4 generation really don't have that much of "high poly count", they are around 21k to 16k poly count on the base body which while it alone it's not a issue, the issue starts when you start to add "the stuffs" like cloths, hair, eyebrows and others stuffs(i'm count/talking only the mesh side not the textures and materials side which themselfs also can "eat a lot of the machine").

    I think you are overstating the system requirements. Also, bear in mind that DS has separate SubD level settings for renders (used by Iray) and  scene (used by the preview and for xports). 3Delight doesn't care about the SubD level as it uses different settings to determne how many divisions to apply.

    while in daz some "generic normal real life cloths" normally are not really that "big deal in poly count" being around a total of from 30k to let's say in worst cases 100k, some more "fantasy" or sci-fi or "others themes" can easy go around from 300k to around 600k, which it's already being a huge number for many 3d modeling programs, it's up to the "artist" themselfs, some artists love "go high and even the "sculpt" even the most micro detail in the most high resolution possible while i'm not saying it's wrong or terrible or anything like that and really is a personall choice "that choices does have a high impact in the work", making in some cases you have to "render the character "alone" to add him/her later in the scene because the insane amount of polygons and weight of the materials/texture making impossible to "load the full scene" in a single render or it can "explode your pc.

     

    also again the problem is not just the "cloths" but the same goes for hairs and beards, or eyebrows, specially with the new age of "fibermesh" and dforce, you can also easy get yourself with "hairs" or others stuffs being easy between 100k to up to 1 million polygons in a single hair  or beard or hair body, while for eyes brows you can go from 100k to 600k.

     

    then when loading a "single character" with all that stuffs, like a fantasy female character getting a fibermesh hair and eye brows and a fantasy armor around 300k, you can easy ending with a character above 1 million polygons just the character alone.

     

    now comes the real big deal, take this character the fact which that 1 million" is the "base" not the high resolution" and normally everything is "loaded" in high resolution which can also means from x2 to up to x5 which based on how it's subdivided it can easy go close the "billions" in a single character, if you don't pay attention in what you are doing and ca really literally blow up your pc, even the most top machine or just crash the daz before it can proper load the character or the scene.

     

    normally most of the "hqs" or images i see using daz are about "normal real life stuffs" making things more "easy", but when you go the fantasy scene then you must really becarefull with what you want to do and how you want to do

     

    and about the "poly count" it's something i've be asking for "ages", because my 'area or work" with daz is heavy dependent in the poly count of the stuffs, high poly count stuffs are a "no no" for me, any character going above 120 to 150k at best vertices is a no no because it's become a really high poly character, then i've already have a lot of issues and refunds because i've ended picking a lot of "high poly stuffs" which while the renders looked beatfull when comes the "poly count" it was a nightmare for me, which would be avoided if i knew from the beginner the "poly count", nowdays the daz staff is giving a support by sending me the poly count of many stuffs which i could not find asking here, making more easy for me to know what to buy or not.

     

    By

    Richard Haseltine Richard Haseltine March 2020 in The Commons
  • Relative poly count or burden on resources from different generations?

    ok here some "extra info" about poly count, 

    Daz studio have a system of  "subdivision", which "to make the models looks more "smooth", they making it have "fake extra polygons" in this case double, triple or quadr the "real polycount" of the stuffs and that "fake count is what is called high resolution".

     

    is pretty normal when you are looking at a mesh poly count in the mesh info it display something like that: let's say 60000/30000, the first number means the "high resolution and the second one means the "base" or real value of the mesh, also many times when look af the scene info we see "different numbers like, total vertices, total triangles, total quad total faces, total lines, each one is to show to us a specific type of info of the scene count meshes, the one which is really the most "accurace" about the real count is the "vertice count", then aways look for the vertice count when wanting to know the "real poly count" of a scene, because it's is the most accurace of then because it's count both quad and tris the scene have( while also quad counts as tri too, because a quad in 3d means 2 tri, the vertice will count it as one singe part of the mesh in the same way it will count any "tri" which is not part of a quad also as a mesh part means which if you have let's say 10 quad and 3 tri which are alone without being part of a quad it will make a total count of 13 in the mesh.

     

     

    daz genesis 8 Female character havie a base of 17.020 or as a "short way we say 17k(the k means which have a extra 000) vertices (counting both body and eyelash which are "split" into separated meshes)

    daz Genesis 8 Male have a total mesh of 16.384 or around 16k( + ou -)

     

    this "high resolution effect" while in theory is not that "problematic" in real it is really problematic because it as any other "high poly count it can "eat" your machine, at last before your start to render, specially if you don't have a "rendering machine(at last 2 really strong video cards, at last around 24+ giga memory, a very good and large ssd and hds, at last a top strong/top processor and others stuffs), well you know a really top gaming or working machine, if you have less than that like a machine with a single video card not top market 16 or less memory and others stuffs you can really suffer a lot with daz meshes and really the issue normally is not the "character itself" because normally daz characters after the "victoria 4 generation really don't have that much of "high poly count", they are around 21k to 16k poly count on the base body which while it alone it's not a issue, the issue starts when you start to add "the stuffs" like cloths, hair, eyebrows and others stuffs(i'm count/talking only the mesh side not the textures and materials side which themselfs also can "eat a lot of the machine").

     

    while in daz some "generic normal real life cloths" normally are not really that "big deal in poly count" being around a total of from 30k to let's say in worst cases 100k, some more "fantasy" or sci-fi or "others themes" can easy go around from 300k to around 600k, which it's already being a huge number for many 3d modeling programs, it's up to the "artist" themselfs, some artists love "go high and even the "sculpt" even the most micro detail in the most high resolution possible while i'm not saying it's wrong or terrible or anything like that and really is a personall choice "that choices does have a high impact in the work", making in some cases you have to "render the character "alone" to add him/her later in the scene because the insane amount of polygons and weight of the materials/texture making impossible to "load the full scene" in a single render or it can "explode your pc.

     

    also again the problem is not just the "cloths" but the same goes for hairs and beards, or eyebrows, specially with the new age of "fibermesh" and dforce, you can also easy get yourself with "hairs" or others stuffs being easy between 100k to up to 1 million polygons in a single hair  or beard or hair body, while for eyes brows you can go from 100k to 600k.

     

    then when loading a "single character" with all that stuffs, like a fantasy female character getting a fibermesh hair and eye brows and a fantasy armor around 300k, you can easy ending with a character above 1 million polygons just the character alone.

     

    now comes the real big deal, take this character the fact which that 1 million" is the "base" not the high resolution" and normally everything is "loaded" in high resolution which can also means from x2 to up to x5 which based on how it's subdivided it can easy go close the "billions" in a single character, if you don't pay attention in what you are doing and ca really literally blow up your pc, even the most top machine or just crash the daz before it can proper load the character or the scene.

     

    normally most of the "hqs" or images i see using daz are about "normal real life stuffs" making things more "easy", but when you go the fantasy scene then you must really becarefull with what you want to do and how you want to do

     

    and about the "poly count" it's something i've be asking for "ages", because my 'area or work" with daz is heavy dependent in the poly count of the stuffs, high poly count stuffs are a "no no" for me, any character going above 120 to 150k at best vertices is a no no because it's become a really high poly character, then i've already have a lot of issues and refunds because i've ended picking a lot of "high poly stuffs" which while the renders looked beatfull when comes the "poly count" it was a nightmare for me, which would be avoided if i knew from the beginner the "poly count", nowdays the daz staff is giving a support by sending me the poly count of many stuffs which i could not find asking here, making more easy for me to know what to buy or not.

    By

    Ellessarr Ellessarr March 2020 in The Commons
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    What morphs are pulled in with the character.

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    All of the morphs from converted characters are in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager.  Characters do not need to be deleted as they can be overwritten without issue.

     

    I cant find find these morphs. I dont understand what you mean by "the FIRST directory for Daz Studio Formats specified in the Content Directory Manager".

    Edit: I found them. Just had to dig a little deeper.

    By

    AnotherUserName AnotherUserName March 2020 in Daz PA Commercial Products
  • DAZ 3D Human Figures - A History

    Can't even begin to describe how utterly confusing this is for a (brand) newcomer to DAZ. It is beyond incomprensible how you're supposed to know configurations and what is compatible with what. 

    Case in point: I got a bunch of free shapes/materials yesterday (Candace) that was built on Stephanie 5 base - and I read that Stephanie five was compatible with Genesis base, but then I now read in here that Stephanie 5 was created from Michael?!?!?! WTF.

    So I load in the Base Gen character (thinking to myself: Ok, so it says Stephanie 5 is compatible on Genesis - cool, this should work then!) and try applying the Candace head shape and skin, but it maps totally wrong. So I go into change the UV Set and I'm given the options of either Victoria 4, Michael 4, The Kids 4, Gen male, and Gen female. I try ALL of them, nothing works.

    So now what? Do I indeed need to actually purchase Stephanie 5? Why doesn't Genesis Female base work????? It is CRAZY that you need endless multiple base characters in order for anything to happen, complete mine field and my entire experience of DAZ so far has been one of endless hours trawling through the shop and reading/watching tutorials instead of diving into it - the software is not difficult at all, but the compatability of characters/surfaces/textures (endless list) is just staggeringly frustrating.  

    Sorry (not sorry!) to vent, but I just want to throw my laptop out of the window right now. 

    I can completely sympathize with your situation. Yes, it is confusing. The reason for this is that – at least on the large scale – none of this was really planned. Yes, there are bits of logic scattered throughout the product lines, but the simple fact is that this is not something that was planned from the start, but something on which order had to be established after the fact (it's like anything in history). No doubt I'll get some kickback on that statement, but I'm right and no amount of arguing is is going to change the fact that, Yes, this is confusing because the naming and numbering system has evolved over time and there are definitely some oddities in it (particularly the habit of grafting  familiar character names onto the Genesis figures (Michael 5 is Genesis, etc.).

    So, my advice to you is this: relax and soak it in. You will eventually figure this out. When you have a question about requirements or limitations, ask someone in the forums. There are lots of knowledgeable people here willing to help out.

    (Oh, and be grateful that you don't use Poser: We have even MORE figures than you do, and their use is even more confusing!)

    By

    mmitchell_houston mmitchell_houston March 2020 in New Users
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    What morphs are pulled in with the character.

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    All of the morphs from converted characters are in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager.  Characters do not need to be deleted as they can be overwritten without issue.

     

    The only thing im loading into the converter is the character preset. The only morphs that load with the character are all Kayleyss morphs with the exception of two daz morphs. One for v7 head at 15 % and navel 100%.

    You are showing all hidden morphs too?  When you dial in the body morph, the arms go wavy and no other morphs engage?  Then it is the body morph.  You will have to try again.  (You can turn off conversion of the JCMs and that speeds up stuff quite a bit).

    By

    RiverSoft Art RiverSoft Art March 2020 in Daz PA Commercial Products
  • Relative poly count or burden on resources from different generations?

    When a character says "for Victoria 7", it means it uses the Victoria 7 shape as a base to create the character. Maybe not at 100%, but you will need the V7 shape for the character to look like in the promos.

    Yeah, that was pretty clear. I was seeking to understand why some specifically say for Victoria 7 and for Genesis 3, given that Victoria 7, as pointed out above in this thread by First Bastion, is a morph of G3. The wording is ambiguous at best when both are listed. It seems to indicate—ambiguosly—that the character could be used by someone who had the G3 base, but not Victoria 7. That's why I asked. Obviously, if it says it is "for Victoria 7," then Victoria 7 would be needed. Obviously.

    It could mean the character includes a version using the V7 morph and one for the base figure only.

    By

    Leana Leana March 2020 in The Commons
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    What morphs are pulled in with the character.

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    All of the morphs from converted characters are in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager.  Characters do not need to be deleted as they can be overwritten without issue.

     

    The only thing im loading into the converter is the character preset. The only morphs that load with the character are all Kayleyss morphs with the exception of two daz morphs. One for v7 head at 15 % and navel 100%.

    By

    AnotherUserName AnotherUserName March 2020 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    What morphs are pulled in with the character.

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    All of the morphs from converted characters are in data/DAZ 3D/Genesis 8/Female/Morphs under the FIRST directory for Daz Studio Formats specified in the Content Directory Manager.  Characters do not need to be deleted as they can be overwritten without issue.

     

    By

    RiverSoft Art RiverSoft Art March 2020 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    Do ypu mean what morphs are present with a default load or what morphs are present when I load her into the converter?

    So im trying a new conversion to the file path that you suggested. If I want to delete a converted character what files do I need to find?

    By

    AnotherUserName AnotherUserName March 2020 in Daz PA Commercial Products
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    So, tried the product. The conversion went well but the converted character has strange, wavy biceps. Ill post a pic tomorrow.

    That is strange.  What character?  Homegrown?

    Its Jenn HD, https://www.daz3d.com/jenn-hd-for-victoria-7 . Heres a pic.

     

    I think other morphs may have been pulled in.  When you load Jenn, what currently used morphs are engaged?  You may have to fix this by deleting the morphs and reconverting.  You could verify this by temporarily renaming the Data/Daz 3D/Genesis 8/Female/Morphs directory and trying to convert Jenn again.

    By

    RiverSoft Art RiverSoft Art March 2020 in Daz PA Commercial Products
  • Relative poly count or burden on resources from different generations?

    In practice, the poly count of the figure itself is only significant to the overall scene if you've got a high subdivision, and the specific generation used really doesn't matter much.

    While textures are generally the main culprit when it comes to memory use, even ignoring that and looking specifically at just scene geometry... the base figures are actually fairly efficient. What adds scene geometry is when you need detailed shapes, and while HD morphs are easily capable of adding loads of tiny wrinkles to a figure, for the most part a lot of the details on human skin are small enough to be faked with bump or normal maps, so the base geometry of the figures is usually fairly smooth and doesn't need that many polygons.

    On the other hand, clothing with loads of modelled seams, or hair with loads of layers and curls? These can easily exceed the geometry of the figure they're fitted to. And from experience, the generation of an asset really doesn't guarantee anything about its mesh resolution; there are loads of old Genesis assets with huge mesh resolutions, there are some Genesis 8 assets that are as light as a feather...

    ... on which note, neither those wings or that hair you're using are going to be light on mesh geometry. That hair has loads of layers of individual curling strands, and wings that need to model the geometry of each feather... each feather alone is going to be quite a lot, and multiply that up by hundreds of feathers.

     I was seeking to understand why some specifically say for Victoria 7 and for Genesis 3

    In this case, it probably means that the figure only uses Victoria 7's body morph, not her face morph (or very little of her face morph), so while having Victoria 7 is preferred, not having Victoria 7 won't make the character look hugely different.

    However, there's not exactly rock solid consistency about this.

    By

    Matt_Castle Matt_Castle March 2020 in The Commons
  • Relative poly count or burden on resources from different generations?

    Some character morphs are design from the genesis 3 base, whereas other character morphs, build on top of Victoria 7 which is a morph of the Genesis 3 base. To get the look of the character as seen in the promos,  you need both the genesis 3 base along with the victoria 7 morph package.  You can use the character without the Victoria morph, but usually the face will look different as a result.

    Thank you, First Bstion. And while I'm here: Thank you sincerely for all that you have brought to the Daz universe. I use the word "universe" advisedly, because without the amazing array of terrain and structures and buildings and skies and even the depths of outer space that you and some of the other great creators have toiled over and provided, all these marvelous 3D humanoids and animals would be floating in a grey void.

    By

    mavante mavante March 2020 in The Commons
  • Relative poly count or burden on resources from different generations?

    When a character says "for Victoria 7", it means it uses the Victoria 7 shape as a base to create the character. Maybe not at 100%, but you will need the V7 shape for the character to look like in the promos.

    Yeah, that was pretty clear. I was seeking to understand why some specifically say for Victoria 7 and for Genesis 3, given that Victoria 7, as pointed out above in this thread by First Bastion, is a morph of G3. The wording is ambiguous at best when both are listed. It seems to indicate—ambiguosly—that the character could be used by someone who had the G3 base, but not Victoria 7. That's why I asked. Obviously, if it says it is "for Victoria 7," then Victoria 7 would be needed. Obviously.

    By

    mavante mavante March 2020 in The Commons
Previous Next
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2026 Daz Productions Inc. All Rights Reserved.