Search Results for 'My Shapes'

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  • #2163923
    JoneZoneGify
    Participant
    Rank: Rank-1

    @ramabay It is my first time exporting in DAZ for sharing purposes, so I appreciate any help, thank you! So how would it work out? For me I load in the Genesis 9 Base Dev and click on the shapings apply button for the model. Do I instead have to use the parameter sliders again? Also, I do not have any of the base models that the Premier exclusives are derived from, so are they still in affect even if I only apply or slide parameters the Premier shapes onto the Genesis 9 figure?

    "Also, just as a reminder - when exporting, you not only need to select subdiv 0, but also change the resolution level from 'high resolution' to 'base'."

    Thank you! This is a necessary advice for me.

    #2163922
    JoneZoneGify
    Participant
    Rank: Rank-1

    @LazyDreamer3D Thank you for sharing and the review. Like I've said above, I would like to ask if it is on my end to change the vertex count before export, which I would think means having no subd applied at all or something else? I would prefer that I make my shares as simple as it can be for download and use.

    As for textures and normal maps, unfortunately, I cannot export the textures with the DAZ Premier shapes, as it requires having the base models that those Premier shapes are derived from for the textures and maps, which I do not have. The Premier exclusives themselves are not independent models.

    #2163062
    cinnnanon
    Participant
    Rank: Rank-1

    I appreciate the link but I just need breastacular converted cause of the nipple shapes it us and so I can give my male figures a bumpy nipple texture

    Grouchy Old Fart
    Participant
    Rank: Rank 3

    I grabbed Richard's version and it works perfectly so far, even w/ toon shapes - cheers!

    I think I know what happened on my end, though, so I'll put the info here in case someone finds it useful:

    Richard's version worked when I copied his morphs from my original Content directory, and onto the (separate) G9 Content directory. I've had to do this before - I think it's a bug in DS, but as you can see the workaround is easy and I'm too lazy to report it.

    I can't find DAZ' built-in G9-G8 clone morphs to copy over to the data\DAZ 3D\Genesis 8\..\Morphs directory on the G9 Content directory, but the lack of duplication explains why I didn't see it.

    #2142086

    In reply to: Tifa comparison

    DW
    Participant
    Rank: Rank-1

    @ulysses Interesting choice! I'm curious, what do you like about Zeppers's model? I notice some differences, like the chin, lip, and eye shapes that seem off from the original. Plus, the iris looks a bit distorted and the color is different. I really tried to make mine as close to the original as possible, so I'm curious if you found something in theirs that you prefer. Your feedback would really help me improve. By the way, here's how my Tifa looks with my lighting setup. https://i.imgur.com/sSnTRK9.jpeg

    I'd love to hear your thoughts!

    #2134805
    Picaya
    Participant
    Rank: Rank-1

    Thank you so much to take the time for such a detailed post. I have been away for many years and missed the Genesis 9 introduction. It does remind me a bit of the Original Genesis Female/Male duality in one character.

    There is such a depth of product with Genesis 8. It is hard to move into the latest. So when I dove back into rendering again, I went right back to that character. Having so many different products for G8 makes it hard to move away. But I have heard that since Victoria 4.

    I have to say. Having explored Genesis 9 for the past week, I am fully impressed by the level of realism you can achieve with that model. In the perfect world., I would have a very clean and organized Library system. With two dozen of the best skins and only great HD character shapes and morphs. At this point, I organize the crap out of my directory. I will take individual morphs that I don't like out of my data folder too. I may find the wall and become disenchanted with G9, as nothing is perfect in DAZ3D world.

    I will definitely check out your suggestions since I am moving towards using G9 as my main figure line.

    #2108545
    Grouchy Old Fart
    Participant
    Rank: Rank 3

    Legal trouble? LOL! On a practical level, that possibility ended in 2004. In the age of VPNs and TOR? Aside from the occasional sub-80 IQ newbie, you're not tracing anyone.

    Here is a clue: Right now, my IP address is on a beach somewhere in Ecuador, and my MAC address randomizes anyway each time I connect. I can change it to f00c00ff though if you'd like.

    Save the scare tactics for the children who don't know any better.

    "Would you agree to work 8 hours for a few dollars?"

    This is a bad analogy, because you compare income from sales to income from wages, and the two do not compare at all.

    A good analogy is the custom characters that I posted here in July of 2022. I spent two hours making and tuning each one, for a total of perhaps 14 hours of work? I got over 120k points for them over two years or so, and if I ever update the thumbnail images and repost, I'd probably make 120k points more with only 30 minutes more of work.

    Here's the funny part: Thanks to utility apps and merchant texture resources, there isn't much work at all these days to mold G8F or G9 into something else. People like 3DUK rips off game shapes and textures all the time. Funnier, I bet most similar vendors who sell these game ripoffs are using cracked copies of Wrap and Cinema4D to make their wares (and I will dare say others are also doing things such as converting and modifying Archibase meshes to claim as their own.)

    "It's true that with sites like this one, you'll never make enough money to make a living."

    Pirate sites have done more marketing for vendors than they have harmed them. Without pirate sites, nobody would even know who half the vendors are. DAZ, Renderosity, and even Renderhub have useless search functions, and they will almost always promote the big-selling vendors over any new unknown ones.

    Pirate sites also serve one other purpose. Piracy acts as an archive of assets that are deleted from stores after sales drop below a certain level. Renderosity is notorious for this. It also provides access to items that vendors delete, or even whole stores (like on Patreon) that disappear.

    I won't claim nobility, and the idea of intellectual property in the digital age is faulty. It is garbage. My only rationale to buy assets legitimately is to support the store or the vendor who makes good stuff, or to buy something I want badly enough that I cannot otherwise get.

    #2105830
    Bruh Moment
    Participant
    Rank: Rank-1

    @Frank22 I'm literally an Arab myself bro. Stop accussing ppl of being racist so quickly. Holy shit. There's nothing stereotypical about me asking for Arab looking Character Shapes. And also just cause some Arabs with those looks exist doesn't mean it's the norm for Arabs.

    Like instead of being an ass about it you could've just linked me the morphs.

    #2099098
    gaver
    Participant

    I was just wondering....
    There are many, many characters for Genesis 8 and 9 female. Females are the majority of characters being shared.
    What makes you want a certain character?
    Is it the body, the face or the skin?

    I myself tend to look at faces and skins. Bodyshapes can be made with morphs, and if you got a few, you can make any shape you like. And most of the shapes in sold characters are alike, barbie ++.
    Great if you wanna make erotic stuff, but less so if you want to go for a more realistic look.
    ( But that's my opinion)

    what's your's?

    #2070881

    In reply to: Why is it that......?

    Grouchy Old Fart
    Participant
    Rank: Rank 3

    This is why I love staying on the toon side of things, with just enough realism thrown in to make them fully human. I do this very much along the lines of what @legolas18 explained, which does work very, very well.

    I do have (not photo- but merely-) realistic figures, but I intentionally go out of my way to not make them look like anyone I see in real-life. Why? Because I tried quite a few times over the years to make figures that match individuals, and it never works. I either end up disappointed and frustrated, or my brain decides that "hey, let's make a better version of that person instead!", and the figure's shape and face wanders off onto its own style anyway. Also, I can give a better backstory to a figure that doesn't look like anyone in particular - I can give them their own personalities without expectations.

    As far as where it's all going, I don't know yet. I hope AI can let me bring in the characters and shapes I've come to know and love, but bring more powerful tools to bear on them for more fantastic results. It's in its infancy still, but it looks very, very promising, and I want to see it evolve (and more importantly, reach out to our little corner of the hobbyist world.)

    My greatest worry though, is that I end up like the crusty old holdouts you see in the Renderosity forums: clinging desperately to outdated software, techniques, and worst of all? Cranking out the same bland aesthetics ad infinitum that were once an unavoidable necessity of CG, but are now just kitsch - and not even the good kind.

    And yet, at least a bridge to use all of the existing goodies would be nice. I have a ton of stuff that should have been deleted years ago, yet I occasionally bring one of them out, dust it off, modernize it(!), and it's like brand new again.

    Funny, that.

    #2070443

    In reply to: Am I being picky?

    Grouchy Old Fart
    Participant
    Rank: Rank 3

    You all are not alone.

    Long ago, I would get any character that looked even remotely interesting. Now, it's very rare.

    I think the difference, for me, lies in the fact that I can make my own characters, and that unless the texture really stands out, or the face does, or it's an overall character that's really out there (aliens or well-done toon shapes, etc), I won't bother. If there's some shape or size I want, a well-stocked group of morphs will let me do the job quite nicely without the need for packing more MB into an already overloaded directory structure. It has become the same way with poses as well, since I've converted 99% of everything I have to everything else I have (and automation scripts make it even easier!) In the vast majority of cases, I can get something close enough to what I want and tweak it from there.

    I'm starting to get that way with clothes as well, because thanks to autofit and easy conversion processes, much of what comes out today is just a rehash of what was already made, and while dForce items have pretty promo images, the process of making it work is clunky and yucky IMO.

    I'm not totally jaded, though. Iray shader kits for example I'll frequently give a second look to, because those will allow me to modify existing meshes in a scene (clothes, walls, whatever) to look like something else. I'll also always look at and get good utilities, scenes, HDRI sets, and other things that more often than not unique and useful.

    #2050900
    Anonymous
    Inactive
    Rank: Rank-1

    I recently restructured mine..

    !Environments
    !Lights
    !Scripts
    !Shaders
    01 - Characters
    02 - Anatomy
    03 - Shapes
    04 - Materials
    05 - Hair
    06 - Clothes
    07 - Accessories
    08 - Poses
    09 - Expressions
    10 - Props

    Each of the numbered folders is divided by Genesis version and then sorted depending on what's in is (eg Long Hair/Short Hair etc...)

    #2050426
    Russell H
    Participant

    I lost most of my collection on a HD crash and am looking for a tool that had invisible shapes like cone, cube and a hand tool, that you could place on your figure which would cause a morph around the shape? I know I got it on here, just can not find it, since the name escapes me. Any help would rock!

    #2014066

    In reply to: G9 to G8 Conversions

    Spats
    Participant
    Rank: Rank 4

    @inversekinematics

    I see. As someone who will not be installing or using G9, I've only been going by what I've seen in the store in the form of offerings from known-good PAs, and the renders (frequently composed by third party artists) which advertise their products. Some of the the more recent skin MATs look/looked quite good to me, as such, and I thought it to be... well, while not an upgrade based on the comments and anecdotes, certainly something equivalently acceptable, and new regardless. More recent chars and their MATs from PAs like MSO, for example, seemed quite nice.
    But if what you're saying is true, and ubiquitous, then dang; not only do I stand corrected but don't know what to say. ...G9 is even more crap than I/all thought? That didn't seem possible.

    My main complaints are the stovepipe limbs and joints; especially elbows and knees and their unnatural bend morphs, for even the most basic of poses. I see them everywhere, even from the best and most seasoned presentation artists in the very best of renders. And if THEY can't get it sorted, then...
    That's a huge step BACKwards AFAIC. While corrective bend morph packages are also necessary (opinion) for G8/8.1, they aren't nearly as needed as in the case of G9 if that's the writing on the wall. Just really pretty atrocious; can't do it.
    But if you're saying that the MATs are junk, too... And at 8K costs to space and load/render times??? I mean, jeez, what's the point?
    I really do like some of the chars and shapes being offered up for G9 (mainly head/face, and some bodies), and would still like to implement on G8/8.1.

    Which brings back to the point in this thread I guess: The need to convert from G9 to G8.

    G9 is hardly going away, of course. All the PAs creating increasing libraries of product prove that's true. (Some have seemingly wholly abandoned G8 altogether.) But for those wanting nothing to do with G9 (an evidently increasing number), a converter or G8 friendly morphs definitely seem to be in growing demand.

    #1997554
    Grouchy Old Fart
    Participant
    Rank: Rank 3

    I like using the G9 mesh, though I wish the vendors would catch up on a few of my favorite old-but-well-loved tools (Fit Control being chief among them). My only other gripe is that there's no practical way to up-convert shapes and textures from G8 -> G9 (a skin suit - seriously!? No, just no. Frigging learn to build alternate UV mappings already...) I had to pretty much rebuild toon shapes in G9 to approximate what I built in G8, but it's only close (I am soooo close to unpacking and learning Wrap because of this... I have a handful of characters I've painstakingly converted up from Vicky Four to G8! Anyway...)

    But yes, G9 has almost everything I want/need, and with a few utilities, I can move up a few of my fave G8 chars, and proceed as usual.

Viewing 15 results - 16 through 30 (of 72 total)

 

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