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  • AOBB's freebie head morph Passionate v2 for G8.1F based on Rita Hayworth. No materials nor textures.

    Edit: I have replaced Passionate with the updated on March 25th 2023 at noon Passionate v2 (both promos and zip). I think she looks good now. smiley

     

    The most glamorous pinup girl of the 1940s, famous mostly for the movie "Gilda" that turned the bodacious redhead into an icon and set off not only her career but also her 40-year long love affair with Glenn Ford. If you want to see the best striptease ever, watch Rita Hayworth slowly take off her long glove in this movie! Wow!

    Here is the head morph Passionate v2 based on Rita Hayworth (real name Margarita Carmen Cansino):

      

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Assets used in promos:

    Addy Samantha for G8F skin texture (I had to hand remove the eyebrow textures in Photoshop but it was worth it!) 

    Nesena Hair for G8F

    Clarissa outfit for G8F

    Ultimate Eyebrows for G8F (Fine Brow-04)

    Lashes Utilities for G2,3,8

    Natural Eyes for G8.1

     

    Please remember - noncommercial use only!

    I'd love to hear your comments and see your Passionate v2 renderings! heartwink

    Enjoy!

    AOBB

    By

    AOBB AOBB March 2023 in Freebies
  • Anyone else using AI generated faces for FaceGen/Face Transfer/Headshop?

    Artbreeder appears to be fixed as of recent moments. Apparently, there was a site update yesterday that might have caused this. Definitely was a wakeup call to get anything I might want saved locally, but I would be seriously bummed if all those existing characters were no longer available to breed new images from. I used thispersondoesnotexist for occasional one-off characters, but afaik, nothing else offers what Artbreeder does in terms of face creation. 

    I like Artbreeder in particular because you have extensive control over the output. I can't speak for now, but back in 2020 when I created most of my characters, there were so many people playing with it, creating such a huge population of faces to draw on, I could scroll through existing images, pick a few I liked, cross them until I got something that started to resemble how I pictured a given character, and fine-tune from there. In particular, the story I'm working on involves several families, so I needed relatives, which are almost what Artbreeder Portrait was designed to do. Find a source image that the siblings/parents/kids/cousins will eventually derive from, then twiddle and outcross until I get what I'm looking for. 

    I use Face Transfer, having switched over from FaceGen about a year and a half ago. I use the shape and the skin. This was my newest gallery image using FT-sourced characters, from a week or so ago. (Ironically, after all of the Artbreeder fuss, these happen to be "instant people" created from thispersondoesnotexist images. This was just a random image created from testing some new products.)

    By

    paulawp (marahzen) paulawp (marahzen) March 2023 in The Commons
  • The older generation: Victoria 2/3, Michael 2/3 and their children renders

    A couple of beauties stopping to do some window shopping on their way to the restaurant one quiet weekday evening... GND2 and GV3 with modern shaders and G8F/G3F hair.

    Hope you like. Assets used: Karanta's Mini Dress with sandals for GND2 over at Rendo. The two handbags are freebies from Wilmap (thank you so much, they're so useful) and the background is an HDRI from Polyhaven. GV3's dress is the one supplied in the base set with a texture from the Glamorous resorts collection and given a DAZ Uber shader makeover. The hair is G8F Robin Hair (GV3) and G3F Galene Hair (GND2) parented to the head, so being used as a conformal hair. If I keep doing this, I think I'm going to write a script that can transfer the V3 pose to the hair to make it behave as if it's rigged to move with the character. 

    Now, it's always said these older characters render fast. I can confirm that with modern shaders and G3F/G8F hair, they do NOT render any faster than G8F characters. And why would they? If using the same technology for the shader to make them look good, a 20 year old facet will render as slowly as a 6 month old facet.

    I don't often feel as pleased about the poses as I do with this image. GV3's pose is one I did for G8F and then used my G8F to GV3 pose transfer script. The GND2 pose is one I'm going to convert to G8F and eventually offer as a freebie.

    Regards,

    Richard

    By

    richardandtracy richardandtracy March 2023 in Art Studio
  • Why do I need an ORC?

    you cannot have a ORC Horde if you don't have everything!  you must buy and complete and have everything.  joking.

     

    if you have Orcs for other Gensis 3 or 8 do you use Gensis 9?  nice to have native G9 morphs and skins nativly then having to buy converters and morph movers or clones, etc.  makes sences for effeciency sake if you use G9.

     

    1st price.  in 6 months it will be in the bargin bin or flash sales.  everything is offered cheaper later on, sometimes it just take a while.

     

    why don't you pull up the Orcs you have purchased and see if you need any of the new featurs and do a pro and con list, is it something you NEED to complete something or a render, or just having the retail therapy purchase addication.  only you can anser that.

     

    I totaled up the products used in my last render and what I actually paid for the products (all discounted prurchases).  my render cost me $85.00.

     

    I think you are shopping for validatioin to purchse something, so sure, buy it, buy everything LOL.  There ya go. hahaha.

    By

    MachineClaw MachineClaw March 2023 in The Commons
  • leg skirt tips

    Hmmm ... learning to make your own morphs with Hexagon can be useful. If you have not done this before, the process of transfering from Daz to Hexagon, making the morph, and transfering back has a bit of a learning curve ... but once learned can fix, or at least greatly improve, situations like these.

    By

    3141592654 3141592654 March 2023 in Art Studio
  • Anyone else using AI generated faces for FaceGen/Face Transfer/Headshop?

    The question of the day is: What site do you source your images from?

    I have used Artbreeder since - well, since before I was even using Daz. My whole original purpose in learning to use Daz was to use FaceGen to create characters from Artbreeder portraits. I have nearly three years of files - entire groups of related characters - at Artbreeder that as of sometime in the last week and a half got dumped, presumably as a result of recent changes at the site. Not a single thing I have ever created is still left there, including something I created 10 days ago. I'm inquiring, but I have to assume that everything is lost.

    In recent times, thispersondoesnotexist.com also disappeared. There is another site I know, Generated.photos, which creates decent images but is a pay-only model.

    I just tried out a few other sites and am generally not excited about the output, very little of which is suitable for the purpose.

    If I have to start over from scratch, I figured I'd at least ask around and see if anyone else is doing this and find out what their site(s) of choice are.

    By

    paulawp (marahzen) paulawp (marahzen) March 2023 in The Commons
  • Blender made custom morph exploding.

    Need a bit of help. So I made a custom morph in blender, and after importing and trying to use the gen 8 male model just explodes. I'm not sure what I'm doing wrong, if someone could please look over my settings and tell me what needs to be fixed to make this work that'd be awesome. 

     

     

     

         Before I export from daz I set the figure mesh to this

     

     

     

     

     

     

     

     

     

        OBJ export settings

     

     

     

     

     

     

     

        super simple morph just for testing. Did not touch any other part of the body, just the face, also ONLY used the  inflate/deflate/ and smooth brushes. 

     

     

     

     

     

       blender export settings

     

     

     

     

     

     

     

     

      Daz reimport settings for morph

     

     

     

     

     

     

     

     

      And what happens when I apply the morph, this is JUST 1%, turning it all the way up to 100, turns the figure into an eldrich nightmare of a mess of bits and pieces. 

    By

    Jessie Jessie March 2023 in Technical Help (nuts n bolts)
  • Has anyone seen these type of beds?

    I'd love to find the traditional hideaway fold out sofa bed, maybe with a morph where the matress unfolds and one where the seat cushions are moved off to the side.

    By

    alphawiz1 alphawiz1 March 2023 in The Commons
  • Visemes to Unity

    There is some information on:

    https://www.daz3d.com/unity-bridge

    https://cdn.daz3d.com/file/dazcdn/media/sale-promo/2022/bridge-pdfs/how-to-unity.pdf

    but not exactly, what you want.

    After you have choosen which morphs you want to transfer in Daz to Unity bridge

    and sent it to Unity, it is just a matter of expanding the prefab with Daz character in inspector

    and under for example Genesis 8 Female you will find blendshapes in Unity.

    I will try to make a screenshot of it from Unity, when I get a chance.

     

    By

    Artini Artini March 2023 in Unity Discussion
  • When enough is enough?

    Drogo Nazhur said:

    kyoto kid said:

    Drogo Nazhur said:

     My problem is that I create a lot of unique looking charcters by blending heads and bodies from several other characters giving my characters a unique look that my subscibers identify as uniquely my own. The characters and saved scenes account for about half my space problem.

    ...I do same, Then a new generation comes out and I update them all. (though stopped at G8 as this is just getting too expensive to get all the utility and merchant resource content all over again).  Outside of Sadie and AIko3, I don't think I ever used a figure straight out of the box without at least doing some heavy duty morphing.

    G8 has so many more diverse and unique characters that other generations never had. (aside from Vicky 8, who I got free on a loyalty banner,  I don't have any of the standard "stable" base figures for G8 such as (Mike, Aiko, Josie, etc.  I also have a lot of "cross generational" scripts & utilities as well. .(with both Gen-X and X-Transfer I can use G2 and even G1 shapes/morphs with G3 and G8).

    Yeah I think I have enough to keep me busy for a long time.

    I tried to update my characters to future genesises but I have difficulty with getting the faces to look just right. I have a G2M character that no matter how hard I tried, I couldn't port him to G3M. I was, however, successful in porting him to G8M. Do you have any tips on how to port characters over and facially have them look the same?

    ...a good part of it has to do with slight changes to the mesh and even textures.

    a few years ago I had a hard drive meltdown and lost pretty much everything.  Before that occurred finally got the my primary character looking lie how I originally imagined her in drawings I did before I started in this 3D thing.  Even though I was still working with G3 (which she was built on), I never could get her looking quite the same as i had to rebuild her from scratch. as all the settings were lost as well. Even with GenerationX (which I used in building the original) I still couldn't get a totally accurate match.  I even used a jpg of the original render I had as to work with and had to "eyeball" it.best I could.

    Porting her to G8 from G3 actually seemed to work better as well, and it seemed a bit more forgiving for creating "less endowed" physiques due to a more diverse selection of characters than G3 had. Still could not exactly replicate the original version that was lost but I am satisfied with the results.

    If you have GenerationX2 and Zev0's XTransfer, that could help..

    By

    kyoto kid kyoto kid March 2023 in The Commons
  • Adding Dual Quaternion support to UnrealEngine4 (Images inside)

    When packaging into a project, has anyone encountered skeletal mesh shake? I don;t know how to solve it

    It happens after I change morph target value in Character BP.  But when mesh shake, if I make a small change to any morph target, it will be stable.

    By

    Yifan Yifan March 2023 in Unreal Discussion
  • When enough is enough?

    BlueFingers said:

    FSMCDesigns said:

    While I can appreciate the comments here and I am in similar situations with limited purchases as of late, to answer the OPs question, it's never enough. DAZ is a business afterall and it's main goal is to make money off of 3D content (unless they have a side gig and are just doing this for the fun of it or a hobby which I highly doubt) I wonder how many here would be upset if DAZ just vanished like my fav coffee shop that went out of business due to poor sales. Imagine being left with DS version 4.21 with no chance of ever getting an upgrade or it not working due to newer windows or drivers and no support or being stuck with undeveloped G9 and no new content for any figure, or no forum or gallery for those that use it. So spend what you can, or better yet, try to others involved in this 3D spending madness, LOL

    Hmmm, I've been think about this. I haven't spend much at all this MM because of the steep buy-in requirement for a Genesis generation I'm skipping, and now feel have more store credit than I'm comfortable with. In a way, I feel i'm getting to the point that "enough might be enough", not because I want to stop getting new stuff, but because I don't feel G9 is worth it for me, there are hardly any accurate historical outfits released (which is kind of my thing), the sale buy in requirements just don't work for me and last but not least I'm kind of scared where the future will go:

    Considereing the development of where AI is currently going which allows greater control over the output with ControlNet, I can only imagine where it'll be just two years down the line and I expect AI will also be able to make 3D content (it all ready can, but I expect the quality will go up). And is then someone who wants to get in to 3D art really going to invest that much into getting into Daz while there are free AI resources for both stills and animations, while not even having to learn the artistic aspects as well? I really don't see it happening, and how smart is it for me to keep investing in Das assetts if that is the case.

    Honestly, it kind of scares me a bit and I catch myself thinking more about strategies how to back my 3D assets recently.

    @outrider42: Poser did not have AI as a potential competitor, who is going to make that same decision to invest capital today with the current potential of AI?

    From what I've seen in my dabbling, AI can't reliably put four reasonably anatomically correct legs on a dog. It most certainly cannot take the place of a product which allows you absolute control over every asset in a scene, including camera angles, lighting, poses, colors and textures, specific props and attire, etc. I have no doubt AI products can and will improve and I'll be perfectly happy to adapt them as tools when it does. (I already use AI-generated faces for Face Transfer, so it's not like I have a knee-jerk hatred or dismissal of AI.)

    People with no investment in art (buying stuff, acquiring skills) can make one-off pretty pictures with AI as it currently exists, and if that provides value and/or pleasure to that person, that's what matters for them. But speaking as someone who fairly recently came to Daz because AI alone cannot yet - and not nearly, from what I've seen to date - create predictable, reproducible, consistent scenes/props/settings/characters, that's why I'm here buying stuff, asking myself if enough is enough.

    By

    paulawp (marahzen) paulawp (marahzen) March 2023 in The Commons
  • Personal Creativity Rant

    That is because our own skill is in direct competition with the assets we use to replace them, I admit I heavily rely on JCM morphs, clothing, and hair for my own work, but I make sure that my composition, posing, lighting and rendering techniques are my own, and the absence of those assets are what helps me develop those skills, so as a result, my own work shines through any clothing, hair and JCM morph assets that have been used.

    So I'm fully aware that my modelling skills due to my reliance on, JCM morphs, clothing and hair suffer because of my reliance on those specific 3rd party assets.

    It's a matter of what skills you want to develop, as the specific skills that you'll become better at are the ones you don't replace with 3rd party assets, so if you want to have your scenes be kinetic and full of action, then developing your posing skills is a must, and even if you use 100% of 3rd party assets, you can still develop your composition skills, so ultimately it's all about what skills you want to develop for your artwork, as no matter what skill you want to accomplish, you cannot develop them if you replace that skill with a 3rd party asset.

    And before anyone points out that Daz's whole business model is 3D assets, this post has nothing to do with discouraging buying/using assets at all, but instead targeting which assets to use or not to use depending on what skill you want to develop.

    NOTE: I use "You" as a general term.

    By

    takezo_3001 takezo_3001 March 2023 in The Commons
  • When enough is enough?

    kyoto kid said:

    Drogo Nazhur said:

     My problem is that I create a lot of unique looking charcters by blending heads and bodies from several other characters giving my characters a unique look that my subscibers identify as uniquely my own. The characters and saved scenes account for about half my space problem.

    ...I do same, Then a new generation comes out and I update them all. (though stopped at G8 as this is just getting too expensive to get all the utility and merchant resource content all over again).  Outside of Sadie and AIko3, I don't think I ever used a figure straight out of the box without at least doing some heavy duty morphing.

    G8 has so many more diverse and unique characters that other generations never had. (aside from Vicky 8, who I got free on a loyalty banner,  I don't have any of the standard "stable" base figures for G8 such as (Mike, Aiko, Josie, etc.  I also have a lot of "cross generational" scripts & utilities as well. .(with both Gen-X and X-Transfer I can use G2 and even G1 shapes/morphs with G3 and G8).

    Yeah I think I have enough to keep me busy for a long time.

    I tried to update my characters to future genesises but I have difficulty with getting the faces to look just right. I have a G2M character that no matter how hard I tried, I couldn't port him to G3M. I was, however, successful in porting him to G8M. Do you have any tips on how to port characters over and facially have them look the same?

    By

    Drogo Nazhur Drogo Nazhur March 2023 in The Commons
  • Create HD Morph for G8F out of G8.1F HD Morph?

    Frinkky said:

    mikethe3dguy said:

    I might look into the displacement map idea, once I see what kind of resource drain it might be.

    It shouldn't make much difference. For an HD morph you need the mesh render resolution pumped up anyway - if you're baking displacement maps from the HD morph, you won't get any more detail than already sculpted in, so either keep Render SubD level high (presumably 3 or 4) and Displacement SubD level at 0 OR just keep the total between Render SubD and Displacement SubD equal to the previous Render SubD level (So 2 + 2, or 3 + 1 etc).

    Interesting. I always wondered what the relationship was between them.

    By

    mikethe3dguy mikethe3dguy March 2023 in Technical Help (nuts n bolts)
  • Create HD Morph for G8F out of G8.1F HD Morph?

    mikethe3dguy said:

    I might look into the displacement map idea, once I see what kind of resource drain it might be.

    It shouldn't make much difference. For an HD morph you need the mesh render resolution pumped up anyway - if you're baking displacement maps from the HD morph, you won't get any more detail than already sculpted in, so either keep Render SubD level high (presumably 3 or 4) and Displacement SubD level at 0 OR just keep the total between Render SubD and Displacement SubD equal to the previous Render SubD level (So 2 + 2, or 3 + 1 etc).

    By

    Frinkky Frinkky March 2023 in Technical Help (nuts n bolts)
  • Merging surfaces and removing unneeded vertices

    Hi, Mindsong. Yep, apparently exporting .obj from Hex where multile hex nodes have the same name will create one .obj mesh of the combined hex nodes. The export options include a number of items as to what is / isn't exported and what is done with eg duplicates. Per the screenshot. Export is in the menus File/export/wavefront obj .... then show where the file will go and the export dialogue opens.

    While we're documenting useful / interesting stuff, One of my big frustrations in these minor model tweaks is that somewhere the vertex orders get changed, and when that happens importing morph files becomes a nonsense as completely rabid morphs ensue and completely rabid UV mappings ensue. It appears DAZ, Hex and my chosen modelling program AC3D all preserve the existing vertex order (as known to each one - eg if you add a vertex somewhere, a new order ensues) and I've not (yet) found a program that will re-order vertices to a consistent order. Blender has some re-order vertex options but it's sort of one-dimensional in that you can re-order (amongst several options including "random" - why????) in viewport x-order or y-order, and that may clear up many mis-orderings, but it won't clear up all.

    In the end (after literally days fart-arseing around getting nowhere), I went back to the three same-model-different-UVs I started with and re-edited them in AC3D taking great care that I did all the edits in exactly the same order, and that got me three new tweaked-shape meshes that had identical orders and could now be used to load my different UV maps.  I tried doing the "great care" editing in Hex, Hut in hex, the moment you hit undo, hex removes all material associations, which, for my model, was a whole bunch of time to re-associate, if I went that route, hence the reversion to AC3D which is less feral.

    By

    stitlown stitlown March 2023 in Hexagon Discussion
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI

    Kainjy said:

    @Crios Serve a sabotare gli altri store.. se leggi bene scoprirai che funziona solo su morph non HD. Ormai Daz vende solo Morph HD (anche perché sono gli unici a dare l'accesso a tali morph)

    Ma io non intendevo gli HD, anche perchè quelli funzionano su basi di morph, almeno quelli che ho. Cioè hai il morph base e poi attivi l'HD.

    By

    Crios Crios March 2023 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI

    Imago said:

    Crios said:

    • Morphs transferred via this product may be used for selling provided they are your own.

    Ragazzo, leggi bene...

    C'è scritto "provided they are your own." che significa "A patto che tu sia il proprietario"

    Vale a dire che puoi convertire i TUOI morph, quelli creati da te, e venderli come nuovi moprh per nuove figure. I moprh HD non c'entrano nulla.

    Legalmente io sono il proprietario di quello che acquisto laugh

    E poi io non ho mia parlato di Morph HD

    By

    Crios Crios March 2023 in The Commons
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI

    Kainjy said:

    @Crios Serve a sabotare gli altri store.. se leggi bene scoprirai che funziona solo su morph non HD. Ormai Daz vende solo Morph HD (anche perché sono gli unici a dare l'accesso a tali morph)

    Che motivo avrebbe DAZ3D per limitare l'accesso ai prodotti posseduti da un utente solo perchè provengono da uno store diverso?

    By

    Imago Imago March 2023 in The Commons
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