Home Page › Forums › General Chat › Why are Genesis 9 characters so ugly?
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eelgoo.
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August 5, 2026 at 8:05 PM #2183549
@eelgoo - True. It's removing all the MASCULINE deformities that is making it too Androgenous and making the character back to being Feminine only. Same if you are doing it to G8M from Gen 9.
August 6, 2026 at 7:13 AM #2183574There's no need to get super involved with sculpting. Using the shrinkwrap simulation in Blender, you can put the base G8 mesh over top of the G9 character mesh, double check the shape of it by hiding the G9 mesh and then apply the transform. If you want to work with the result after that, you probably only need very minor adjustments in the event that some of the faces are overlapping, like if toes or fingers clip into each other. Once you're satisfied, export the mesh from blender to something that Daz can import, then use the same process you would use to reimport an older character mesh you want to convert to G8 as a morph or a character. The reason you have to conform the general shape of the G8 base mesh to the G9 character, is to retain the G8 topology/UVs, while it conforms to the G9 shape. Then you can use any of the G8 skins on the new character mesh. They are all interchangeable for all G8F. Same with all G8M. All you really need to do is make the G8 base mesh look like the G9 character mesh.
No scripts are necessary, unless you're talking about things that are in relation to skeletons or face bones. Those are probably already pretty automated using an existing script with minor adjustments needed.
If you want it to be even simpler, you could just focus on shrink wrapping the head portion of the mesh alone, and then graft it on to a stock G8 body following the UV seams. That would be a lot easier, and you could fake "copy" the G9 character body shape within Daz by using the body morph sliders to get really close. I've done that a few times where I took the head of one character and put it on a different body in Blender. There's a Daz export script for Blender that makes importing to Daz a lot easier too. Because the UVs are the same across multiple G8 characters in Daz, you can put any skin on the entire mesh to change the look. Even if you removed the face, replaced it, and then spliced it to the old body after deleting the old face. I think I've done that 3-4 times with no issues. No seams visible, no stretching or discoloration. It's a lot simpler than it might appear at first glance. Daz models are incredibly simple to work with in Blender. I've had more issues with stuff that is meant to be used in Unreal.
August 6, 2026 at 8:35 AM #2183589A very intersting video related to our topic. I really like this channel.
August 8, 2026 at 11:56 AM #2183868August 8, 2026 at 1:05 PM #2183870Yeah I'm going to have to try to do some G9 to G8F converting cause there are some with their Faces that they have I really would love to use on G8F.
The Bodies I am not too worried about cause I create my own Bodystyle, and I am sure many artists here do the same.
I just need the Facial Morphs really to be reused on G8F...
September 21, 2026 at 10:00 AM #2188801Nope. No agenda here with Daz's latest offerings, amirite?


September 21, 2026 at 11:11 AM #2188811That is exactly what I find deeply unsettling! :0/ 🙂
September 21, 2026 at 3:13 PM #2188831You can make passably pretty characters in G9... but you damned sure have to work at it - and until the Anime/Filatoon characters came out, making a usable toon morph on that figure was fugging near-impossible (Trust me, I tried). I will say that even with the Filatoon setups, it's still a hard slog, and I find myself making G3 and G8 figures, converting them to Filatoon, and just using that.
At least with G8, it comes naturally. Part of that is the cornucopia of existing morphs that you can play off of, sure, but even from scratch G8F is far superior. Even G3F with its limited set of morphs and morph products is far superior, and much easier to create feminine figures (toon or photorealistic) with.
It could be the unimesh, but G1 was unimesh and it's easy to make incredibly feminine figures from it, no problem. No idea why G9 is so hard to work with - it's got gobs more vertices, after all.
So, just to give you an idea: the figure on the left is G8, and took maybe an hour to shape up and assemble, including a trip to Blender for a couple of touches. The figure on the right is a G9 evolution of the same character. Even though I knew exactly what I was working towards, it was a four-hour death march, and don't ask how many times I had to muck around just to smooth out weird wrinkles that would crop up (esp. around the jawline), get the fugging eyes to not explode or fly off in some weird Cartesian direction, etc.
When G9 first came out, I saw the potential, and actually wanted to make it work. Nowadays, I'm seeing more and more that the juice is not worth the squeeze. I mean, I may pull it up occasionally, but it's going to be rare unless something drastic happens to it.
September 21, 2026 at 3:26 PM #2188837I ran out of patience with G9 a long, long time ago!
:0/
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