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...and this has me bothered as well as I tend to use David5 more than Mike but cannot use the skin maps or any of the characters I have that are based off him on G2M.
Same goes for Steph5. Why did she need her own UV?
...and will we ever see autofit clones for the other "legacy" figures like we had with Genesis "classic"?
man the gens were just an example for those who wants some and has to pay a lot of money and just get a add on prob. it is also the same as kyoto kid have written, why new UVs why new meshes so older skin textures can not be used if you want 100% correct fitting textures of your old characters on the new figures. I want to create a Dixie character with g2f and must see that the old texture for v4.2 does not fit 100% correct because new of the new mesh, result I can`t use the skin texture of my character, result I can`t create a new G2F "Dixie", result I do not want to work with G2F
I want to have my character Dixie (based on v4.2) and want to create it with g2f but I can`t create it for G2F because already the skin texture fits not 100% correct (even I use all the stuff that is needed - converter - v4 for g2f and so on) not to mention the missing GenX.
...and this has me bothered as well as I tend to use David5 more than Mike but cannot use the skin maps or any of the characters I have that are based off him on G2M.
Same goes for Steph5. Why did she need her own UV?
...and will we ever see autofit clones for the other "legacy" figures like we had with Genesis "classic"?
That I can`t understand also and why need g2f a new mesh?
...and this has me bothered as well as I tend to use David5 more than Mike but cannot use the skin maps or any of the characters I have that are based off him on G2M.
Same goes for Steph5. Why did she need her own UV?
I don't know the reasoning, the special UVs are only slightly off. It's disappointing.
In all fairness, pretty much all of the the Generation 4 textures can be used on Genesis and Genesis 2... granted you might have to buy something to add the UV. When you get to textures earlier then that such as V# and M3, the resolution differences and baked in effects (which were needed at the time) greatly reduce their usefulness.
Hopefully some day they'll make a figure that is so advanced that it doesn't require a lot of expensive addons to fix its
shortcomings...
Hopefully some day they'll make a figure that is so advanced that it doesn't require a lot of expensive addons to fix its
shortcomings...
That I sign, too
the problem is the thigh,hip,glute area where all these bodyparts come together. If you use original v4.2 textures or textures made for v4.2 you can see that they do not fit 100% correct even if you use all the needed converters for transfering and fitting (v4.2 for g2f and such things) and I want to render images not create my own skin textures in whole so they fit to the new generation figures. I have edited the original natasha elite skin for my character Dixie but just added tan lines and tattoos and some little highlights via the bump maps but making it 100% fitting for g2f is not my work.
G2M and G2F are actually the same mesh so I'd actually like to see a G2A (androgynous) figure come out to bridge morphs and give Genesis 2 the flexibility of Genesis 1.
I love creating morphs. It's a lot of work but it's rewarding. What I hate though is creating the same morph twice. An androgynous base morph for the Genesis 2 figure would mean I now only have to create one morph that can then be shared with G2F and G2M instead of having to create separate male and female morphs.
If this was a possibility then I would probably begin transitioning from Genesis 1 to Genesis 2. Since it's not I'll stick to Genesis 1.
Sure, that makes sense, but I'm talking about the textures for David5 and Freak5, both based off Genesis that can
t be used on G2M.
Most morphs transfer just fine by text-editing the .dsa to replace "male" with "female" or vice versa. There's another line that needs to be edited as well up near the top of the file, I forget what it is but it's in Kattey's thread. I can mass-edit a morph pack from "female' to "male" in thirty seconds and only have to "redo" the ones that are in areas of really different morphology (so far just the teeth, mostly). Not meaningful with packs that are meant to build on a specific FBM, of course, but that was true for G1 as well.
here:
Most morphs transfer just fine by text-editing the .dsa to replace "male" with "female" or vice versa. There's another line that needs to be edited as well up near the top of the file, I forget what it is but it's in Kattey's thread. I can mass-edit a morph pack from "female' to "male" in thirty seconds and only have to "redo" the ones that are in areas of really different morphology (so far just the teeth, mostly). Not meaningful with packs that are meant to build on a specific FBM, of course, but that was true for G1 as well.
That's a lot more work than making a morph for Genesis 1 then applying basic male or basic female to it.
...I wish I knew scripting, Would save me a lot of zlotys on morph sets. Just can't wrap by brain around it though. Russian Cyrillic seems simpler.
...I wish I knew scripting, Would save me a lot of zlotys on morph sets. Just can't wrap by brain around it though. Russian Cyrillic seems simpler.
well, that all is fine scripting and such stuff and it would be great to have the knowledge but I just want to render images and I have no nerve to programm or write scripts for this and that. I want to render nothing else.