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  • Genesis 8.1 raises model's arms 90 degrees, causing the model to become misaligned

    skeyqiu said:

    crosswind said:

    skeyqiu said:

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8

    As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.

    I tried several sets of long-sleeved clothing assets purchased in the store, and I didn't seem to see any configuration items related to pJCM, but there were files starting with "pJCM" in the asset's file list. I changed several special poses and they were all correct. Is there any other way to automatically load them?

    The mechanics is almost the same: by Auto Follow, pJCMs on G8 or cbs on G9 are automatically triggered by the relevant pose of the figure first, then the corrective morphs on the fitted wearable will Auto Follow (triggerred as well). Then you fix it, and save as morph asset files ( pJCMxxxx.dsf )

    There's a single dial control on G8 and G9 - Base Corrective..., if it's On or 100%, the corrective mechanics will be effective.

    By

    crosswind crosswind October 2023 in Technical Help (nuts n bolts)
  • Genesis 8.1 raises model's arms 90 degrees, causing the model to become misaligned

    crosswind said:

    skeyqiu said:

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8

    As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.

    I tried several sets of long-sleeved clothing assets purchased in the store, and I didn't seem to see any configuration items related to pJCM, but there were files starting with "pJCM" in the asset's file list. I changed several special poses and they were all correct. Is there any other way to automatically load them?

    By

    skeyqiu skeyqiu October 2023 in Technical Help (nuts n bolts)
  • She Orc for G9 [commercial]

    She Orc is in the store

    https://www.daz3d.com/she-orc-for-genesis-9

    Beauty is not a trait often associated with Orcs, but this beautiful female Orc will raise the heat in any fantasy battle. With three skin colours and multiple facial texture variations, there is a lot of variety to this set, Medieval fantasy, contemporary fantasy even sci-fi aliens are all possible with this Gal.

    Orc tusks can be dialed in or out depending on how human you want the character to look.

     This set was designed with ultra-realistic PBR skin skin techniques. The High Definition morphs and High Quality textures to really bring this character to life for your renders.

    What's Included and Features

    • She Orc for Genesis 9: (.DUF)
      • She Orc Character Preset
      • She Orc Shaping Preset
      • Raw SheOrc-Mouth Morph
      • Raw SheOrc-HD Morph
    • Materials
      • 03 Full Skin Mats Including Female Anatomical Elements
      • Raw She Orc 02 Green Face Bold
      • Raw She Orc 02 Green Face Clean
      • Raw She Orc 02 Green Face Drip
      • Raw She Orc 02 Green Face Scar
      • Raw She Orc 02 Green Face Tattoo
      • Raw She Orc 03 Grey Face Bold
      • Raw She Orc 03 Grey Face Clean
      • Raw She Orc 03 Grey Face Drip
      • Raw She Orc 03 Grey Face Scar
      • Raw She Orc 03 Grey Face Tattoo
      • Raw She Orc 04 Tan Face Bold
      • Raw She Orc 04 Tan Face Clean
      • Raw She Orc 04 Tan Face Drip
      • Raw She Orc 04 Tan Face Scar
      • Raw She Orc 04 Tan Face Tattoo
      • Raw She Orc 05 Eye Blue
      • Raw She Orc 05 Eye Brown
      • Raw She Orc 05 Eye Green
      • Raw She Orc 05 Eye Red
      • Raw She Orc 05 Eye Yellow

    By

    RawArt RawArt October 2023 in The Commons
  • Genesis 8.1 raises model's arms 90 degrees, causing the model to become misaligned

    skeyqiu said:

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8

    As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.

    By

    crosswind crosswind October 2023 in Technical Help (nuts n bolts)
  • Genesis 8.1 raises model's arms 90 degrees, causing the model to become misaligned

    crosswind said:

    There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?

    You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.

    I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:

    I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses. 

    By

    skeyqiu skeyqiu October 2023 in Technical Help (nuts n bolts)
  • [Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]

    RiverSoftArt said:

    ArtofGohan said:

    Has there been any update on if there is a fix or work around for NSFW artists to convert their gen 8 characters to gen 9 now?

    For your issue (that the much smaller height and somewhat different shape) make the needed conversion process not suitable for small change morphs, this cannot be fixed.  You could combine all your morphs for a character into one morph on G8 and then that could be converted.


    Ok Ill give that a shot. 

    By

    BAM! Renders BAM! Renders October 2023 in Daz PA Commercial Products
  • [Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]

    ArtofGohan said:

    Has there been any update on if there is a fix or work around for NSFW artists to convert their gen 8 characters to gen 9 now?

    For your issue (that the much smaller height and somewhat different shape) make the needed conversion process not suitable for small change morphs, this cannot be fixed.  You could combine all your morphs for a character into one morph on G8 and then that could be converted.

    By

    RiverSoft Art RiverSoft Art October 2023 in Daz PA Commercial Products
  • Add bones to non-Genesis figure and use Genesis clothes on non-Genesis figures

    giorgiogentile_8181b49452 said:

    Thanks a lot @crosswind, I will definitely try!!! How can you import the Genesis 9 figure in Wrap please? Do you need to import both the .obj and the Genesis figure in Wrap, fix the face, and then export the Genesis model again? Could you tell me a bit more please, or tell me if there are any tutorials on the process?

    Yes, import 3rd-party obj as fixed geometry and Genesis x Base figure as floating geometry. Set up the nodes and wrap. Export the result to DS as a full morph (or split into Head and Body) on Genesis figure. I recommend Kelvin Jin's channel on youtube - https://www.youtube.com/@Shinteo5/videos You may check his tutorial on how to wrap full body and head only.

    2 examples for your reference. One is using G9 as floating geometry, another is using G8. You may try the latter first as it's much easier in terms of post-fixing...  You may convert texture maps as well but the settings may be complex depending on the case you have...

    By

    crosswind crosswind October 2023 in Technical Help (nuts n bolts)
  • G8.1->G9 Conversion, Eye Blink Slider

    They'll need correctives to blink correctly. Fortunately this is fairly simple but tedious to set up.

    Convert two additional versions of the shape you're converting; one with the left eye closed and one with the right eye closed. Then follow the steps in Creating Morph Controlled Morphs to turn them into correctives.

    By

    Zicon Zicon October 2023 in Technical Help (nuts n bolts)
  • Add bones to non-Genesis figure and use Genesis clothes on non-Genesis figures

    giorgiogentile_8181b49452 said:

    @crosswind how can you wrap them please? I found this old advice from ReDave:

    Load the OBJ of your Poser/ZBrush/whatever figure, load a Genesis if it isn't already in the scene, scale Genesis so that bones roughly match and that Genesis is *all* contained just inside your new figure (actually may work best the other way around); with Genesis selected Edit->Figure->Geometry->Apply Smoothing modifier. Go in Parameters tab and select the Mesh Smoothing option and give it a fiddle. With a little luck Genesis will take the shape of the other figure. Export as OBJ and reimport through Morph Loader Pro.
    Works best if the other figure doesn't have any innards like teeth.

    But it doesn't seem to work. Can you explain the different steps to wrap a 3rd party model with Genesis 8? I am fairly new to Daz3d. Thanks!

    The way I mentioned is to use Faceform Wrap (used to be R3DS Wrap) . That's my workflow. - https://faceform.com/

    By

    crosswind crosswind October 2023 in Technical Help (nuts n bolts)
  • Is AI killing the 3D star?

    RobotHeadArt said:

    kyoto kid said:

    ...sounds easier (and more rewarding) to just develop a charater form scratch and save it as a character preset.

    It depends.  If you are trying to replicate a real person and you have a good set of source images, it is way easier than trying to create the skin textures, create the morphs, and then realize you can't get a good likeness because HD morph creation is PA only.  Given the popularity of image to Daz character tools (Face Transfer, Headshop, Facegen, etc.) there is a high demand for this workflow.  Also, for skin tones where there is little Daz representation, you are limited by what PAs have made available and how well you can edit them to match the right look.

    It's not just people concepts you can do training on.  For people who don't have great modeling skills it can be a great way to create clothing, props, hair, etc.  I was able to take screenshots of an outfit from a cartoon, train a LORA, and then apply the LORA to a photorealistic model with about 45 minutes of prep work and 30 minutes of GPU training time.  Stable Diffusion was able to take the cartoon outfit and transform it into a real, photoreal outfit.  Creating the same outfit in Marvelous Designer, rigging it in Daz, UVing, texturing, etc. would have taken dozens of hours.

    ...for skin tones I've been working  with Zev0's skin Builder since G2.  Yes there was a learning curve at first, very new programme or process has one, but now it's pretty much my go to for skins that aren't commonly available (like very fair or albino both oaf which I have been very successful with).  Many characters with HD morphs also have a separate "HD slider" I can ignore so they work better for combining with others, even older generations.  Is I've mentioned elsewhere I rarely if ever use a character right out of the box, save for A3 and Gen4 (even then the V4/A4/S4/G4 "Unimesh" concept that preceded Genesis allowed for a bit more, albeit limited, custom work and clothing fits).

    I tend to purchase more Merchant resource and utility content (such as morphing, shaping, and shaders) than characters. as I like developing my own   My modelling skills are nothing to write home about and I am unable to use a tablet (which is pretty much essential for sculpting) due to severe arthritis, so I've taken to working totally with morph, shape, and expression controls to make up for that (even a small fraction of a slider input morph can make a difference).

    Crikey I was creating teen and even child characters off V4 and later S4.(check out my "Leela" sub-gallery on DA) so I'm no stranger to putting in the time to learn how to push the Daz programme to and past its limits.  I'm retired now, I have all the  time I need on my hands to work with and perfect techniques using the tools I have and know.

    Besides I find it rewarding and relaxing.

    Again I feel AI could be useful to improve certain processes like rendering, noise reduction, animation, cloth simulation, and such, but that is as far as I would ever consider employing it.

    By

    kyoto kid kyoto kid October 2023 in The Commons
  • Is AI killing the 3D star?

    background said:

    RobotHeadArt said:

    kyoto kid said:

    ...sounds easier (and more rewarding) to just develop a charater form scratch and save it as a character preset.

    It depends.  If you are trying to replicate a real person and you have a good set of source images, it is way easier than trying to create the skin textures, create the morphs, and then realize you can't get a good likeness because HD morph creation is PA only.  Given the popularity of image to Daz character tools (Face Transfer, Headshop, Facegen, etc.) there is a high demand for this workflow.  Also, for skin tones where there is little Daz representation, you are limited by what PAs have made available and how well you can edit them to match the right look.

    It's not just people concepts you can do training on.  For people who don't have great modeling skills it can be a great way to create clothing, props, hair, etc.  I was able to take screenshots of an outfit from a cartoon, train a LORA, and then apply the LORA to a photorealistic model with about 45 minutes of prep work and 30 minutes of GPU training time.  Stable Diffusion was able to take the cartoon outfit and transform it into a real, photoreal outfit.  Creating the same outfit in Marvelous Designer, rigging it in Daz, UVing, texturing, etc. would have taken dozens of hours.

    If you are going to use Ai to create a likeness of a real person, then you might as well use Photoshop ( or some other image editor ), to put the persons head on someone elses body, either way it's a fake. 

    Once you have a character LORA or Textual Inversion Embedding you can basically use it like a Daz character.  Posing, setting clothes, accessories, hair, etc.  This is way faster than creating a fake in Photoshop.  A photoreal picture can be made literally in seconds.  You can even take these trained characters and use style transfer so you could generate an image of that character as if they were in a Wes Anderson film, a character in Skyrim, a charater from a 90s cartoon series, and so on.  This offers way more flexibility and power than just copy and pasting heads in an image editor.  If you check civitai, you will see that creating people, characters from anime and cartoons are one of the most popular categories.  There is no denying that there is strong interest in this functionality.  Even in the Daz ecosystem, this demand is there.  Check out how many posts and characters there are in https://www.daz3d.com/forums/discussion/638911/celebrity-look-a-likes-for-3d-figures-part-4 ;

    By

    RobotHeadArt RobotHeadArt October 2023 in The Commons
  • Is AI killing the 3D star?

    RobotHeadArt said:

    kyoto kid said:

    ...sounds easier (and more rewarding) to just develop a charater form scratch and save it as a character preset.

    It depends.  If you are trying to replicate a real person and you have a good set of source images, it is way easier than trying to create the skin textures, create the morphs, and then realize you can't get a good likeness because HD morph creation is PA only.  Given the popularity of image to Daz character tools (Face Transfer, Headshop, Facegen, etc.) there is a high demand for this workflow.  Also, for skin tones where there is little Daz representation, you are limited by what PAs have made available and how well you can edit them to match the right look.

    It's not just people concepts you can do training on.  For people who don't have great modeling skills it can be a great way to create clothing, props, hair, etc.  I was able to take screenshots of an outfit from a cartoon, train a LORA, and then apply the LORA to a photorealistic model with about 45 minutes of prep work and 30 minutes of GPU training time.  Stable Diffusion was able to take the cartoon outfit and transform it into a real, photoreal outfit.  Creating the same outfit in Marvelous Designer, rigging it in Daz, UVing, texturing, etc. would have taken dozens of hours.

    If you are going to use Ai to create a likeness of a real person, then you might as well use Photoshop ( or some other image editor ), to put the persons head on someone elses body, either way it's a fake. 

    By

    background background October 2023 in The Commons
  • Is AI killing the 3D star?

    kyoto kid said:

    ...sounds easier (and more rewarding) to just develop a charater form scratch and save it as a character preset.

    It depends.  If you are trying to replicate a real person and you have a good set of source images, it is way easier than trying to create the skin textures, create the morphs, and then realize you can't get a good likeness because HD morph creation is PA only.  Given the popularity of image to Daz character tools (Face Transfer, Headshop, Facegen, etc.) there is a high demand for this workflow.  Also, for skin tones where there is little Daz representation, you are limited by what PAs have made available and how well you can edit them to match the right look.

    It's not just people concepts you can do training on.  For people who don't have great modeling skills it can be a great way to create clothing, props, hair, etc.  I was able to take screenshots of an outfit from a cartoon, train a LORA, and then apply the LORA to a photorealistic model with about 45 minutes of prep work and 30 minutes of GPU training time.  Stable Diffusion was able to take the cartoon outfit and transform it into a real, photoreal outfit.  Creating the same outfit in Marvelous Designer, rigging it in Daz, UVing, texturing, etc. would have taken dozens of hours.

    By

    RobotHeadArt RobotHeadArt October 2023 in The Commons
  • Add bones to non-Genesis figure and use Genesis clothes on non-Genesis figures

    what I do is move the genesis figure of choice's bones around to approximate the obj without changing the root position then with the bone editing tool selected rightclick and choose edit bake joint rotations

    then I use the transfer utility to transfer rigging 

    unfit the imported figure from the donor rig and delete that

    edit adjust rigging to shape

    run erc freeze

    then save as support asset figue making sure no reference to the genesis figure included as to not overwite anything 

    it cannot wear the clothing but you can again use a genesis figue to approximate it's shape then convert any clothing to a prop

    use transfer utility to fit it to the other figure 

    smoothing modifier and dforce can help

    I have rigged game rips this way for personal use

    By

    WendyLuvsCatz WendyLuvsCatz October 2023 in Technical Help (nuts n bolts)
  • Add bones to non-Genesis figure and use Genesis clothes on non-Genesis figures

    @crosswind how can you wrap them please? I found this old advice from ReDave:

    Load the OBJ of your Poser/ZBrush/whatever figure, load a Genesis if it isn't already in the scene, scale Genesis so that bones roughly match and that Genesis is *all* contained just inside your new figure (actually may work best the other way around); with Genesis selected Edit->Figure->Geometry->Apply Smoothing modifier. Go in Parameters tab and select the Mesh Smoothing option and give it a fiddle. With a little luck Genesis will take the shape of the other figure. Export as OBJ and reimport through Morph Loader Pro.
    Works best if the other figure doesn't have any innards like teeth.

    But it doesn't seem to work. Can you explain the different steps to wrap a 3rd party model with Genesis 8? I am fairly new to Daz3d. Thanks!

    By

    Matronius Matronius October 2023 in Technical Help (nuts n bolts)
  • Karmen 9 HD / Pro Bundle

    I got one of the hairs and would maybe have purchased the young or thin version of her but not interested in the whole bundle or the main character morph. I've been going back to using G3 a lot lately because I think the shape is much more aesthetically pleasing. With G9 I have to constantly make the legs longer and the body thinner and better proportioned and then it makes tweaking poses harder. It's too bad the character requires the bundle to get the thin and young versions but I really don't need any more G9 characters anyway. I can do my own morphs and am forced to anyway to get something I like on G9. Maybe DAZ could consider selling just skins for those of us who are not into their DAZ O character morphs. 

    By

    Wonderland Wonderland October 2023 in The Commons
  • Celebrity Look-a-Likes for 3D figures Part 4

     

    RazzleDazzle3D has released Eartha Character Morph at RenderHub - Eartha Kitt

    By

    Haruchai Haruchai October 2023 in The Commons
  • Render your buys! Use buys from the current month and the previous month of sales
    Linwelly said:

    Hylas said:

    sid said:

    His chest hair is magnificent! 

    I think that's the main reason why I bought him!

    you could transfer the morph and the skin?

    Yes. As always with morphs from before G3 the transfer wasn't very accurate and required a bunch of additional fiddling with dials... but yeah.

    By

    Hylas Hylas October 2023 in The Commons
  • How to include custom scales in shape preset?

    You don't have to save a separate Pose Preset... you may save a Properties Preset with both Shaping and Pose but you need to select the sub-nodes that you've scaled.

    Well, the optimal way is to export your customized figure to OBJ file and import back as a Full Head / Body Morph.

    By

    crosswind crosswind October 2023 in Daz Studio Discussion
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