• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • 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
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • 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

Notifications

You currently have no notifications.

Loading...
Daz 3D Forums > Search
  • seeking world's most ostentatious heels for G9 [SOLVED]

    I don't have the higher heeled shoes, but Prefox has a couple of possibles choices in the very high heel shoes section (the Kiera or the Jessie shoes):

    https://www.daz3d.com/prefox#filtered=1

    Maybe this one by Havanalibere ? They are other high heels option in HL store, but none as high I would say.

    https://www.daz3d.com/funky-sole-platform-oxfords-for-genesis-9-8-and-81-female

    The heeless shoes quoted by Fae3D could also be a contender.

    This one has a morph to get even higher (it seems to be something cWodrex does with their shoes so maybe other from this PA would do):

    https://www.daz3d.com/cw-sydney-high-heels-for-genesis-9-and-8-female

    No adjusting height morph as far as I can see, but they are pretty high by default I think:

    https://www.daz3d.com/dark-ascension-high-heels-for-genesis-9

    HM also has high heeled shoes, but they are usually part of a whole outfit:

    https://www.daz3d.com/shoes#filter_vendor=HM&filter_compat_figures=Genesis 9&filtered=1

    By

    Elor Elor August 2025 in Product Suggestions
  • (Released) - dForce Ellie Hair for Genesis 9 [Commercial]

    Looks great, would buy, but no morph to move the hair behind the shoulders.

    By

    savagestug savagestug August 2025 in Daz PA Commercial Products
  • [Released] MD Diagnostic for Figure's Morphs [Commercial]

    MikeD said:

    kirbawirba said:

    Been having a lot of issues of other morphs being inserted across all characters, from eyes morph to 5% of full body morphs.  Sometimes they appear in the "currently used" portion, others you need to go through with a fine-toothed comb, because they are applied as if they were just natural to the figure.  I doubt Vic 9 came with VO Alma eye shapes and head details...

     

    If this helps with that, its a MUST buy.  The question is, though, why does this happen in the first place?

    It reports any problem like these ones, but it doesn't fix them. If the morph appears in the currently used portion, without have fired the main character then it is a problem that must be solved by the PA and the product must be updated.
    It usally happens when a PA has forgotten to multiply a corrective morph with the main character morph in the "Property Hierarchy" panel, or if the "save with" option in the same panel is set to an Daz O morph. The original Daz morphs are not re-saved and re-distributed with a character product (the "save with" should have been set to the custom morph instead). These kind of problems are severe and should be reported to Daz.

    As long as I know which ones are causing problems, its better than wondering why the model I just got doesn't look like the picture, lol. First step to fixing it is knowing what the problem is! :D 

    By

    kirbawirba kirbawirba August 2025 in Daz PA Commercial Products
  • Face Transfer 2

    When saving the Face (while still in the trial), after the process is complete, the textures images disappear (base, normals, etc). This is not due to me re-opening the file, it happens after I generate the Face, then go to the Save Face and click save. Thoughts? Work arounds? I've already used two of my trial faces, and I have one left, and would like to see if it at least works before I upgrade from my older purchase of the original Face Transfer.

    By

    airun airun August 2025 in The Commons
  • Workflow for making static clothing mesh poseable?

    SnowSultan said:

    Thanks to those who helped, but I watched three Mada videos and what I assume is a very useful Sickleyield one and still have no idea what to do.

    I would suggest if you run into a problem at a certain step, screenshot it and then say "how do i fix this" instead of saying you have no idea what to do?

    Stiff armor might come with different set of advice vs. leather armor for example, so more info/screenshots about garment might eliminate guesswork in providing advice.

    For some reason, just like 3D modeling itself, this just does not click with me. I can't find a single video on Youtube that explains the process step-by-step that isn't at least three years old and/or uses G9, 

    i dont think there's any meaningful difference in content creation workflow from G8 to G9 so probably shouldnt concern yourself with video being 3 years old.

    and every one seems to show different steps in the preparation of the model, which I do not have much control over as I didn't model it myself. 

    If you are making outfit for something other than personal use, you may want to pay more attention to quality control around preparing the perfect mesh, but if only for personal use you can probably cut corners.  Also just because you didnt create it, doesnt mean you dont have control over it. You can split up parts of it, if parts are too high poly you you can retopologise. You can reposition it. You can repose or sculpt it to better fir your template before running transfer.

    Personally if it was just for personal use, I would stop after Transfer Utility. Maybe fix weights.

    It may be asking alot for tutorials to cover a step-by-step process of every fringe case. Presumably each approach has some commonalities though - like not trying to rig a 10 million polygon armor? Like having good topology flow and enough resolution where needed but still relatively low poly.  

     

    By

    lilweep lilweep August 2025 in The Commons
  • Mapping custom UVs to Genesis 9

    Right ~ converting texture maps  with a single tile UV layout by using Texture Atlas always works as expected, and it's much simpler and less cumbersome than using multi-UDIM tiles... esp. in the way of simplifying the node setup in Wrap project. This way is very useful when converting full character textures as well as some LIE tattos in between different Genesis, for instance, a full tattoo on G8F's Torso / Body can be quickly converted onto G9's Body, Head and Arms, then split them by using Map Transfer template.  And the project template can be repetitively used, so on and so forth. 

    Then, as for OP's issue, I'm not 100% sure but I remember I used to have similar issue in other non-conversion cases. Maybe OP you can try using Purge Memory script next time if you encounter the same issue again... the script just clear the stacked texture and rigging, etc. in RAM so as to make the modified and re-assigned texture maps  / new rigging etc. work as expected ~~  You can find this script in the product : Default Resources for DAZ Studio > Utilities.  (ss1)

    By

    crosswind crosswind August 2025 in Blender Discussion
  • Mapping custom UVs to Genesis 9

    My apologies, but I think I may have created a bunch of confusion in mentioning my use of Texture Atlas.  In fact, Texture Atlas was never a direct part of my workflow, but rather more of a diagnostic tool.  Please let me try to explain:

    What I had was a custom head model in Blender (mesh and texture maps) that I wanted to apply to G9.  I used Wrap to apply the G9 head mesh to the custom head, and created a head morph from this for G9 in DAZ via Morph Loader Pro.  So far, so good.

    Now, the texture maps in Blender were not aligned to the G9 standard because the unwrapping of the custom head was different from that used for G9 in DAZ (i.e. the eyes, nose and mouth were in lower locations on the image, the eyes had more slant to them, the head was unwrapped into separate portions for the face, skull and neck, and so on).  So, being unware that Wrap could alter texture maps as well, I imagined that I would have to do this manually.  My first thought was to delete the seams on the custom figure mesh in Blender and re-unwrap it in a way similar to G9's unwrapping in DAZ; if I could do this well enough, the resultant texture maps might overlay correctly with the texture maps in DAZ, and I could swap out the G9 texture files with my new custom ones from Blender.  But, to do this I needed to know what the mesh unwrap in DAZ looked like.  This is where Texture Atlas first came in: by selecting the G9 head in Texture Atlas, I got an image of the unwrapped mesh.  My thought was that I could use this image as an underlay template to create a matching unwrap for the custom head in Blender.  If done right, the meshes would overlay correctly, and as a result the textures would overlay as well.

    However, I new this method would be challenging, to say the least.  So, I decided to create this forum post, and through this thankfully learned that I could use Wrap for the textures as well, and avoid the manual approach.

    As described above, using Wrap created new texture files that looked exactly like the standard G9 files in DAZ.  Wonderbar!  But, when I replaced the standard texture files on a G9 figure loaded in DAZ with these new texture files from Wrap, it was clear that the the textures were applied incorrectly.  This is where Texture Atlas came in handy as a diagnostic tool again.  It allowed me to see how the textures were applied to the unwrapped G9 mesh, i.e. that the textures were scaled much larger than the mesh, so only the upper left portion of the texture image was applied to the mesh.  I was then able to adjust the tiling until this was corrected.

    However, I wasn't really happy with having to alter the tiling to make things work.  So, I decided to try starting over with a fresh G9 load.  And, lo and behold, this time when applied the texture maps were in the correct scale and fit perfectly to the G9 mesh, with no need to adjust tiling at all.

    So, your statement that I never solved the problem is technically correct, insofar as I have no idea why the maps didn't scale correctly the first time (even with multiple attempts with different resolution texture images).  But, at least they did work the second time, which I hopefully can move forward with.  I am guessing there must have been some glitch in the first loading of G9 that did not reoccur the with the second loading.

    I hope this explanation clarifies things, and might help someone with a similar issue some time in the future.

     

    By

    mwalker3000 mwalker3000 August 2025 in Blender Discussion
  • [Released] MD Diagnostic for Figure's Morphs [Commercial]

    kirbawirba said:

    Been having a lot of issues of other morphs being inserted across all characters, from eyes morph to 5% of full body morphs.  Sometimes they appear in the "currently used" portion, others you need to go through with a fine-toothed comb, because they are applied as if they were just natural to the figure.  I doubt Vic 9 came with VO Alma eye shapes and head details...

     

    If this helps with that, its a MUST buy.  The question is, though, why does this happen in the first place?

    It reports any problem like these ones, but it doesn't fix them. If the morph appears in the currently used portion, without have fired the main character then it is a problem that must be solved by the PA and the product must be updated.
    It usally happens when a PA has forgotten to multiply a corrective morph with the main character morph in the "Property Hierarchy" panel, or if the "save with" option in the same panel is set to an Daz O morph. The original Daz morphs are not re-saved and re-distributed with a character product (the "save with" should have been set to the custom morph instead). These kind of problems are severe and should be reported to Daz.

    By

    MikeD MikeD August 2025 in Daz PA Commercial Products
  • Looking for Bifid Nasal Tip for genesis 9

    NewGuy said:

    This product: Total Control for Genesis 9 has the morph you are looking for called "PFA Nose Tip Lower Crease".  Plus it has a lot of useful morphs for extra control in specific situations.  I use it with DAZ head morphs and Zev0's 200 Plus morphs mostly to get the results I want.  

    Thanks a lot 

    By

    sioc sioc August 2025 in The Commons
  • [Released] MD Diagnostic for Figure's Morphs [Commercial]

    Been having a lot of issues of other morphs being inserted across all characters, from eyes morph to 5% of full body morphs.  Sometimes they appear in the "currently used" portion, others you need to go through with a fine-toothed comb, because they are applied as if they were just natural to the figure.  I doubt Vic 9 came with VO Alma eye shapes and head details...

     

    If this helps with that, its a MUST buy.  The question is, though, why does this happen in the first place?

    By

    kirbawirba kirbawirba August 2025 in Daz PA Commercial Products
  • Just a comment on updating to new Genesis models.

    Singular3D said:

    I like it, when content is still available for G8.1, as I didn't jump on the G9 wagon. I always hoped that G9 would be more Blender friendly, but there was no approvement in this respect.
    As a main Blender user, I transfer the Genesis stuff to Blender. I also transfer V4.2/M4, and G3 to G8/G8.1. So, I have a huge library now, which I need for my project including clothes.

    So far, I see no use for G9, but there were some great clothes for G9 which I try to fit to G8/G8.1. With dForce this is manageable, but I would appreciate it, if they are also made for G8/G8.1 by default. 

    Though I don't use G9 very frequently but I don't understand what you mean by "...G9 would be more Blender friendly". How Blender friendly do you expect G9 to be then ? 

    By

    crosswind crosswind August 2025 in The Commons
  • Studio playing up, plan on a clean install - any tips?

    junkgoshere said:

    Thanks Crosswind for clarifying my points

    Reference backing up library, will be reinstalling everything from scratch, but will save those folders (Scenes and Scene subsets. Appreciate the input on saving plug-ins suggestion.

    I have Daz on an M2 SSD, why install on C (which has less room)?

    So you have a dedicated drive to locate your Daz Libray, then what I mentioned doesn't apply for your case. You know quite a lot of users still keep using the default Daz Libary there on C drive...

    Also, not fully understanding the connect suggestion. I do not want anything to install at all, as it leaves blue thumbnails in my library I cannot get rid of. Is there a way to not have it install things?

    The way of not having it install things is : 1) DO NOT Update Metadata when Login... Daz Connect; 2) DO NOT right-click on a Product pushed from Cloud to Install in Smart Content. If you have point 1) done, you'll never have to worry about point 2).
    But I don't quite understand what are blue thumbnails... any screenshot ? If you mean you find those thumbnails after Update Metadata, you can easily Delete them by: right-click on it > Show Product in Content Libray, then right-click > Delete. 

    The issues I am experiencing are due to mesh grabber, and its not the first time its happened, I accidentily grab the figure and not the clothing and it srews up that base figure everytime I load one, reinstall figure does not fix. First time was with G8F and it did not matter as moved my Daz to a new machine, this time its with G8M, and will be a full reinstall on that machine.

    I don't understand... I've been using Mesh Grabber for years but haven't experienced such issue you mentioned. Did you ever Saved the morph in MG's Tool Settings, then saved the figure asset to overwrite the default Base figure ?

     

    By

    crosswind crosswind August 2025 in Daz Studio Discussion
  • Just a comment on updating to new Genesis models.

    I like it, when content is still available for G8.1, as I didn't jump on the G9 wagon. I always hoped that G9 would be more Blender friendly, but there was no approvement in this respect.
    As a main Blender user, I transfer the Genesis stuff to Blender. I also transfer V4.2/M4, and G3 to G8/G8.1. So, I have a huge library now, which I need for my project including clothes.

    So far, I see no use for G9, but there were some great clothes for G9 which I try to fit to G8/G8.1. With dForce this is manageable, but I would appreciate it, if they are also made for G8/G8.1 by default. 

    By

    Singular3D Singular3D August 2025 in The Commons
  • How to fix asymmetrical eyes?

    Funny thing ~~ then wait for your "morph addon" ~

    By

    crosswind crosswind August 2025 in Daz Studio Discussion
  • How to fix asymmetrical eyes?

    Also this is way too complex, and I forgot to mention the head and body morph were sadly all in one, so it didnt work at all :(. Also when you said "You should be able to see the symmetrical result.", well, I did not see the result so yea that sucks.

    By

    joeymama223 joeymama223 August 2025 in Daz Studio Discussion
  • How to fix asymmetrical eyes?

    is there not just a morph addon out there that would make this whole process like, 1 gazillion times easier?

    By

    joeymama223 joeymama223 August 2025 in Daz Studio Discussion
  • Just got a notice about 3Delight being retired.....

    EightiesIsEnough said:

    Well, there may be one exception regarding plugins.  I did purchase Face Transfer a few years ago, but the problem is I thought I had purchased "Face Transfer" and I know I definitely have "Face Transfer Unlimited" as it appears in the Orders page on My Account.  I am having a hard time trying to use Face Transfer again.  Was there ever a plugin called simply "Face Transfer" for Genesis 8, but it had been replaced by "Face Transfer 2" for Genesis 9?

    Face Transfer is for Genesis 8, Face Transfer 2 is for Genesis 9 - it isn't a matter of one replacing the other. You get the  base Face Transfers free with DS, each allowing three saves (but an unlikited number of tries without saving) - I assume they call the full licenses unlimited because they remove the limitation on uses, but they don't change the actual working of the tools.

    And regarding PA plug-ins, what does PA stand for?

    Published Artist (usually, it has varied) - in other words the tools not built by Daz and not sold with Daz listed as the vendor.

    By

    Richard Haseltine Richard Haseltine August 2025 in Daz Studio Discussion
  • Just got a notice about 3Delight being retired.....

    Well, there may be one exception regarding plugins.  I did purchase Face Transfer a few years ago, but the problem is I thought I had purchased "Face Transfer" and I know I definitely have "Face Transfer Unlimited" as it appears in the Orders page on My Account.  I am having a hard time trying to use Face Transfer again.  Was there ever a plugin called simply "Face Transfer" for Genesis 8, but it had been replaced by "Face Transfer 2" for Genesis 9?

    And regarding PA plug-ins, what does PA stand for?

    By

    EightiesIsEnough EightiesIsEnough August 2025 in Daz Studio Discussion
  • Workflow for making static clothing mesh poseable?

    SnowSultan said:

    WendyLuvsCatz said:

    have you tried fitting it with Dforce first using an animated pose ending in the Apose then exporting an obj and using the transfer utility on that? 

    it's what I do even making clothing myself

    You mean just simulate dForce on it and have it drape on the figure? That's an interesting idea; I can't really do that here because it's armor, but I suppose that would work for very flowy items like robes or loose shirts.

     

    Crosswind, thank you for the tips. I figured symmetry would be important, but being able to use previously saved templates is very helpful. How would you use another clothing item as a template? Since I'm trying to do this with a piece of armor (a top), is there a way to use one of the other ten thousand armor sets I've purchased here as a projection template?

    Yes, pls refer to below steps: ( I take G9 as an example ~~ )

    1) Only load the clothing item into the scene. Then you can remove all maps / setting on it in Surfaces pane so as to make it in a pure white or grey color.  Go to: File > Save As > Support Asset > Figure Asset(s)....
    2) When specifying where to save the DUF file, save it to : your Daz Lirary\data\DAZ 3D\Genesis 9\Base\Projection Templates\SnowSultan (i.e. create a sub-folder for SnowSultan...) Give it a file name, like: SSTUG9 Top Template.duf, then with the settings as (screenshot 1)
    3) When rigging with Transfer Utility, you'll find the template under Projection Template. Choose it to rig the top. (screenshot 2) 
    4) After rigging, all bones, weights even the morphs on the original Top are transferred to the rigged Top. You can freely tweak them, re-use the morphs or delete the morphs as you wish !

    Certainly, before saving Figure Asset in step 1), you can delete all morph properties on the original Top but just keeping them may help with saving lots of time for you to make new morphs then, or at least saving some effort. That's a trick as well. (screenshot 3)

    Good luck !

    By

    crosswind crosswind August 2025 in The Commons
  • Workflow for making static clothing mesh poseable?

    SnowSultan said:

    I think I already know the basic process for taking a static OBJ or FBX clothing mesh and making it posable in DAZ Studio (basically make it fit a figure in a T/A pose, transfer weights, then pose and identify stretching areas, turn active corrective morphs to 1.00, then fix in Zbrush or elsewhere and adjust weight maps where necessary), but could someone direct me to a more concise and accurate workflow though, especially for a Genesis 9 figure? Thank you very much.

    Have you checked out Seamster?

    https://www.daz3d.com/seamster?srsltid=AfmBOoo_AfzK5Yr9fXYto96oNTZpxag8CxoCB_0Kx99-X-3FLcT5JvoB

    - Greg

    By

    algovincian algovincian August 2025 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.