Is Genesis 9 a failure?

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  • #2031663
    Frank21
    Participant
    Rank: Rank 5

    It was a commercial decision Elrond. Look through the last few pages in the Daz store. A whole lot of it is just G8 stuff that has been remade for G9..... G9 poses we already have for G8, clothes and hair very similar to what we already have for G8, another fucking bathroom... and it all looks pretty terrible and amateurish.
    I've taken a rest from DS and concentrated on SD since April. Currently learning how to animate cute stuff.

    video

    #2031713
    eelgoo
    Moderator
    Rank: Rank 7

    I think the best way to send the message is to stop buying G9 stuff & keep buying the G8!

    #2031716
    ToxicIce
    Participant
    Rank: Rank-1

    Personally, since I started with G9 it grew on me. I really like the fact that I can use all outfits and not worry about "Oh does this fit on the Male or the Female figure ?" I can see the people's points about it being a cash grab, which it mostly was but since I started on G9 and so much content has been coming out for it I started to really dig it. My only complain would be that I still think that the artists who sculpted characters for G8 really made them prettier than almost anything that came out for G9 (but this is subjective, so yeah).

    However I do sympathize with everyone here who built their library around 8/8.1 generations.

    #2031752
    eelgoo
    Moderator
    Rank: Rank 7

    The thing is, every time you use an androgenous base, all you favour are androgenous characters.
    They are not easily sculpted into stereotyped male or female due to mesh density issues.
    For instance, there is no increased mesh density around the chest area.
    Good for transgender or fantasy beings perhaps, but not scoring highly otherwise.

    🙁

    #2032213
    Elrond
    Participant
    Rank: Rank-1

    exactly that is one of my big issues with g9 hist topology, wich also means body density is so bad around the torso, it's so low poly compared with previous genesis, which make hard to make really good female charcters male not so bad, while the head and specially face got a really good increase in polygons give more diversity, in body it was like metahuman which is what make metahumans in many cases also so bad, because of those androgenous body, from a biologic point of ivew male and female peoples are too different to be proper handled by a androgenous body, that is why i liked both g3 and g8 because you have a proper male and female bodies, both being proper adressed in a good way, another big issue is how "ugly" is the base female body and in some point male, she barelly looks like a woman compared with g8 female.

    #2032495
    Frank21
    Participant
    Rank: Rank 5

    @Eelgoo & @Elrond - I think G9 was designed for portraiture given the increased polys and neglect of the rest of the body (poor joint bending etc). I said as much on their forum and got my comments quickly deleted. Might have touched a raw nerve there 😁.
    If DS5 "omniverse" goes cloud/subscription that will be the end of it for me. I've basically lost interest in it anyway.

    #2032514
    Elrond
    Participant
    Rank: Rank-1

    @Frank21 me too, i've got a lot of posts deleted when tried to point "the issues" of g9 after the realease, they didn't allowed any criticize of it during the first days of release >.>, g9 body is horrible, its a poor imitation of metahuman, what make metahuman "less worst" is which it comes with a lot of "corrective morphs and extra bones for all bad joints, this mate metahuman bend better than g9, they know the topology was crap then they compensated it with a lot of "corrective stuffs" to hide the bad poly count, while daz didn't it it at last good as metahuman.

    Also Another issue which i have with g9 is which somehow most of the outfits done for g9 are "higfh poly making it more clear which was made for renders, most of the outftis are done by artits which love to go "high" to make outftis for render and not game or something else, then some outfits ending easy having 300k polygons+ which is crazy, you have some of the artits more "moderated and" more game friendly, but they stuffs somehow are minory compared with the ones doing the "high poly stuff".

    #2032655
    eelgoo
    Moderator
    Rank: Rank 7

    Hair & clothing for G9 can be fitted to on G8 by the use of Richard's clone:

    G9 Clones for G8.xM/F + Video Tutorial for Quick JCM Fixing

    No other G9 items need be installed 😉

    #2033029
    Grouchy Old Fart
    Participant
    Rank: Rank 3

    I've had the chance to use it for awhile... I like it.

    It does have its fails - the inability to convert textures from previous generations, the dumb idea that you can't create a custom character dial w/o always having all the spun dials showing up under 'Currently Used' (I just hide them to fix that), and good luck transferring morphs from previous generations (especially Toons!) without a heavy amount of sweat (thanks, eyeballs!)

    That said, I consider it a bit of a palate cleanser that forces you to get creative. Although not as easily done as previous generations, I've created quite a few fresh and new figures so far.

    The only thing really missing is a Fit Control, or some facsimile thereof. There are times when Smoothing doesn't quite do the job, and Fit Control's draping and shift adjustments are very nice to have. It's easy enough to add those morphs to a G8, G3 etc bit of clothing and then fit it to G9, but I'm starting to get a collection of G9 stuff.

    I wonder if the FC script can be hacked a little...?

    The joint and body-part locker for G9 would be nice as well.

    #2033192
    Anonymous
    Inactive
    Rank: Rank-1

    The creators too obsessed with realism. The clothes are nice, but the models I see look too imperfect for my taste. I do photorealism with unrealistic, perfect or idealized bodies, but I don't want to do stylized characters if that makes sense. Somewhere in between. If I wanted realistic bodies per se, I'd take up actual photography. The women I create and render are Barbies with hip hop video model bodies, because it's a freakin video game I'm making. Real women should not try to emulate them, just like I can't emulate a footlong. So the constant realism with a bunch of blemishes doesn't appeal to me.

    #2035225
    Frank21
    Participant
    Rank: Rank 5

    G9 may be a failure but Daz3D is a far bigger one. I had to laugh at a post from a Daz mod yesterday.....
    "AI is not a reliable or useful source of information - it makes stuff up.... the rest, to the ebst (sic) of my knowledge, is wholly fictitious".
    Fictitious I guess like the very first post in the Daz Studio 5 development update thread that it was posted in, stating... "Our project [DS5] has been the #1 priority for the team for quite some time now, and it's almost done....release timing for this early-access preview is coming soon, at the very end of this month (July) or sometime next month (August)." Dated July 7 2021. 😅.
    This, along with demands that no speculation on the forums will be tolerated as to DS5 timeline, form of function. Daz3D is doing to DS what Noah Katz did to Artesian Builds. Just a matter of time.

    #2035405
    Legolas18
    Participant
    Rank: Rank 7

    Honestly, I think that DAZ STUDIO 5 is going to be a big flop.

    I think they should have launched Genesis 9 with Daz 5, and gone full Blender tech, but with the UI of Daz (with some improvements, since Daz's UI is very 2003).

    That way, they could have had a nice reset as well as bumping up their tech by a couple of decades, while ensuring that someone else was doing all the work with keeping up with the latest tech (i.e. the Blender team).

    They could also use Omniverse's render engine. It uses (or will use soon) an AI-enhanced render engine from NVidia (the AI calculates the hard stuff that typically comes out super noisy, like dust and atmosphere, and in real-time animations it can even estimate 85% of frames!).

    #2038401
    eino4706
    Participant
    Rank: Rank 3

    Circling back to this subject, the main deal-breaker for me with G9 now is the inability to properly convert clothing and accessories. Hair is easy enough fitted to the head as a prop, but the clothing converter from G8 to G9 doesn't function the same way as previous editions. Not being able to preserve the bone structure on a lot of outfits, or having them fitted rather poorly in a lot of cases, makes most of my wardrobe useless on the new figure. It's extremely disappointing.

    #2038570
    Grouchy Old Fart
    Participant
    Rank: Rank 3

    @eino4706 ,

    There is good news on that front... Fit Control just came out for G9, which makes it easier to adjust clothing to fit (or at least remove poke-through.) So far, it seems to work pretty well...

    FC was the last obstacle I was waiting on before using G9 more extensively (before it came out I'd have to bring in a dummy/default G8, put clothing on it, apply FC, then move the clothing item to G9. That was rather tedious...)

    Still wish there was a cleaner way to transfer my more toonish G8 bits to G9... I can do it, but I have to abandon the G8 textures (because a skin-suit sucks), and the eyeballs always go all wonky post-transfer (because in G9 they're separate now.) Aside from that, I can use G9 just fine, and have started doing that more (I still use G8, but I found myself using G3 more than anything else over the past year, mostly due to the ferocious speed with which everything loaded and simply worked.)

    #2038572
    eelgoo
    Moderator
    Rank: Rank 7

    Horses for courses.

    It really depends what you wish to do.

    For my purposes, full body single frame renders, G9 is a massive step backwards.

    It won't matter how many patches & plasters they put on it, the bloat to get to the same place I am with G8F is simply not worth it, even if I did like the way it looked.

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