Is Genesis 8 Going to Stick Around a While?

24

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,623
    Macislav said:

    UE4 would be an empty shell without all those fancy "third party" character models with their JCMs, skeletons, skin weights, textures etc.

    The trick UE does (as seen in the character demos) in order to achieve realistically looking skins is some kind of complex node setup with several layers of lerp nodes, texture blending and some multiplications/formulas etc. (industry secret?), but even with the standard skin+normal+specular map setup it looks quite impressive if the light in your scenes is not too bright.

    well it is possible they do use Modo like DAZ do to create their models

    believe it or not, most professional animation studios do use bespoke models not premade assets

    I was playing around with some Blur studio models from the League of Legends Warriors Cinematic and DAZ figures look lowpoly compated to them!

  • AllenArtAllenArt Posts: 7,172
    Visuimag said:

     

     

    mrposer said:

    To me I think Genesis 8 has run its course. 

     

    Thank you. Someone who finally feels, and expresses, what I do. 

    I definitely think it's getting there ;).

  • wolf359wolf359 Posts: 3,837

    "believe it or not, most professional animation studios do use bespoke models not premade assets"

     

     

    You are correct of course.yes

    It is always easier to use the models built originally for your specific pipeline
     ( render engine, shaders, facial mocap/lipsync, rigging & IK system), than to import an FBX stripped of all of its
    former program native features
    and spend time and resources trying to emulate those stripped out features
    in your importing application environment.

    Since upgrading from Iclone 6.5 to Iclone7.7 & CC3 Pipeline
    and transferring my favorite legacy Genesis 1,2,3 shapes to CC3 native avatars,

    I am finding my new Iclone/Blender pipeline much less complicated and predictable

  • CybersoxCybersox Posts: 9,085
    edited July 2020

    I am actually going back to Genesis 3 more and more these days...

    Even if Genesis 9 comes out, it won't match the features that are available for Genesis 8 for at least a year after release. It's just not possible for the vendors to make enough product to satisfy all the things that I'd want Genesis 9 to do in a short period of time.

    And even with Genesis 9, I can see myself using Genesis 8 for LONG time.
    Genesis 3/8 are incredibly useful and share so much. It would take something monumental in Genesis 9 to displace them very quickly. I can't imagine Genesis 9 coming close for years.

    I still prefer G3 overall as G8's expressions can get really funky due to the fact the flexing in real facial epressions are mostly the exact opposite of bones in how they work, and I think G3 struck a better balance between bones and morphs.  That said, I now have more assets for G8 because it's been the default figure for longer now and fewer vendors are still supporting 3.  Either way, G9 would have to have some absolutely insane features like built in soft body physics, accurate anatomical bits built-in, and being able to be controlled by voce commands via Alexa for me to seriously invest in yet another figure system when the G3/G8 combination does everything that I need.

    Post edited by Cybersox on
  • CybersoxCybersox Posts: 9,085
    wolf359 said:

    "believe it or not, most professional animation studios do use bespoke models not premade assets"

     

     

    You are correct of course.yes

    It is always easier to use the models built originally for your specific pipeline
     ( render engine, shaders, facial mocap/lipsync, rigging & IK system), than to import an FBX stripped of all of its
    former program native features
    and spend time and resources trying to emulate those stripped out features
    in your importing application environment.

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,623
    Cybersox said:
    wolf359 said:

    "believe it or not, most professional animation studios do use bespoke models not premade assets"

     

     

    You are correct of course.yes

    It is always easier to use the models built originally for your specific pipeline
     ( render engine, shaders, facial mocap/lipsync, rigging & IK system), than to import an FBX stripped of all of its
    former program native features
    and spend time and resources trying to emulate those stripped out features
    in your importing application environment.

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

  • GalaxyGalaxy Posts: 562
    Cybersox said:
    wolf359 said:

    "believe it or not, most professional animation studios do use bespoke models not premade assets"

     

     

    You are correct of course.yes

    It is always easier to use the models built originally for your specific pipeline
     ( render engine, shaders, facial mocap/lipsync, rigging & IK system), than to import an FBX stripped of all of its
    former program native features
    and spend time and resources trying to emulate those stripped out features
    in your importing application environment.

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    It is scary but possible because there are some companies are ready to spend INSANE amont of money if they want something.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,623
    Galaxy said:
    Cybersox said:
    wolf359 said:

    "believe it or not, most professional animation studios do use bespoke models not premade assets"

     

     

    You are correct of course.yes

    It is always easier to use the models built originally for your specific pipeline
     ( render engine, shaders, facial mocap/lipsync, rigging & IK system), than to import an FBX stripped of all of its
    former program native features
    and spend time and resources trying to emulate those stripped out features
    in your importing application environment.

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    It is scary but possible because there are some companies are ready to spend INSANE amont of money if they want something.

    yeah Epic Games would be preferable 

  • most jets really are just fueled with kerosene (liquid paraffin)cheeky

    its not as fancy as you would expect 

    High altitude surveillance and shipborne platforms have addtional requirements. The JP-5s and above are not just kerosene/gas blends.

  • TheMysteryIsThePointTheMysteryIsThePoint Posts: 3,027
    edited July 2020
    wolf359 said:


    But the Daz models are the most realistic on the market by far. They don't have much competition.

    True.... for still image  portrait rendering  in Daz studio Iray

    For animated filmmaking and  the multi billion dollar gaming industry
    there are more viable alternatives
    as any UE4  character demo will  clearly demonstrate

    All that is true, but the comparison is a little unfair. My main protagonist cost me less than $200 for everything.

    In any case, you've shifted the context a bit, because the people who would use something like that weren't using previous Genesis either.

    Post edited by TheMysteryIsThePoint on
  • Uh, and so then if those best in business 3D models aren't realistically posable & animatable like that can be done elsewhere? And if you say well customers like us can go elsewhere, yes, that's true, but it's also what good businesses don't want. So yes, DAZ has a long row to hoe if they're going to progress further in their chosen business niche.

    Not realistically posable and animatable? Name a better framework.

  • To return to the question at hand, I've mentioned several times before that we are likely near the end of the Genesis 8 product cycle, and that Daz appears to be wringing every dollar out of it they can, as smart businessmen and businesswomen would.

    The "core characters" are constantly appearing, yet they always seem to be minor adjustments to existing characters created to get people to buy Pro Bundles.  Remember Sahira 8?  Wasn't she really just Stephanie 8's body shape with a different paint job thrown together with a bunch of pirate clothes?  Remember Underbelly, the big oaf you'd been praying for?  Some of his bundled items weren't even new.  

    It appears that everything is aimed at either the (a) obsessive collector, (b) the person with more money than impulse control, (c) the person new to Daz Studio because they needed a new hobby during the pandemic who was unwilling to conduct a meaningful search of the existing catalog, or (d) small niche renderers who want stuff like half-man/half-nematode characters.

    However, Daz could carry on this way for a long time.  A pandemic recession might not be the best time to launch a new product line.  The introduction of Genesis 9 (assuming that's the name) will be a marketing decision--The technical differences between Genesis 8 and Genesis 9 would be of secondary importance. 

  • Serene NightSerene Night Posts: 17,680
    edited July 2020

    I don't see an imminent arrival of G9. To me, G8, still is a popular brand, and right now, I think the store appears to be struggling to maintain quality standards and focused on making quick cash. The constant release of genesis 8 bundles is more money grab, than a sign of something new on the horizon. Most of the bundles appear cobbled together, with figures at least in several of the male bundles not really belonging in the designated bundle, and content you might not buy if it is sold separate such as all the boiler plate poses and expressions. the bundles sell, in my opinion because of the main character and  the added perks that come with it and the few quality items included.

    So none of that really signifies the improvements and focus needed to bring out a new line.

    I think right now the only direction the store can go is to improve clothing and outfits. Dforce, is sadly lacking, time consuming, and frustrating to use. The quality of clothing made to dforce, seems to often be b-grade, with outfits lacking details.

    I don't see a great plan behind the constant push, except to make quick cash. But this is of course my opnion.

    I think if there is improvements in the future it may be to pursue the gaming market. The store has seemed to want that market for a while. But if they go that direction, they'll need to improve their male line. Gamers who want to use DAZ models will want male options and the store's core base is interested in rendering females in skimpy clothing. Not saying that isn't popular with gamers as well, but the gaming market also caters to miltiary, sci-fi, and weaponry enthusiasts and the store while having a lot of fantasy doesn't really have a lot content that would make it desirable for a lot of gamers. 

    Post edited by Serene Night on
  • Serene Night, your point about the would-be game developers raises the question of whether the next generation would be one, two, or three figures based upon what the user wants the figure for.  Most of my renders are stills.  Other users want a figure for animation.  A third group wants a figure for some interactive use, usually games.  It's unlikely that one figure could be optimal for all three uses.  

    I don't know if all three markets are commercially viable for Daz.  They've never told us what the breakdown of users is.  They might not know themselves.  Obviously, forum posts aren't a good way to judge market sizes.

    Anyway, the next generation of characters might involve a split or branching of the product line into two or three lines of figures, and there would be no reason to release the lines simultaneously.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,623

    actually in leiu of decimator which creates messy mesh an opposite of HD morphs namely game level of detail lowpoly option that can be dialed in might work

    but it needs to be done on a completely new range of figures

    lowpoly, base and HD all usefull in renders too with a geometry LOD and mip map feature for distance from camera  for crowd instances

  • Serene NightSerene Night Posts: 17,680
    edited July 2020

    There is no need for a new line without improvents or changes that customers want. G8 could be the standard for years to come for the hobbyist render market of which I am a part as well. Unfortunately the hobbyist market is not always going to have the best hardware so there is only so much you an improve core figures before you lose that market due to hardware requirements 

    rather the  g9, id rather see paid upgrades for G8m, m8 victoria etc which make my current figures more useful.  I'd have preferred that with g3 as well. But then they couldn't sell us a new round of the same figures over again laugh

     

    Post edited by Serene Night on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,623

    a DAZ MMO could be an interesting idea  too

    even it was SIMS like or chat, so one can try and buy 

  • MasterstrokeMasterstroke Posts: 2,052
    edited July 2020
    Cybersox said:

    I still prefer G3 overall as G8's expressions can get really funky due to the fact the flexing in real facial epressions are mostly the exact opposite of bones in how they work, and I think G3 struck a better balance between bones and morphs.  

    Interesting, I see it the exact opposite way. G3 expressions allways seemed to be a problem and G8's expressions are a huge step foreward. Allthough it still needs a lot of work to make them half way realistic. 
    so way better expression, more spine bones and seperate buttock bones are some of my wishes for a G9 figure.

    Post edited by Masterstroke on
  • wolf359wolf359 Posts: 3,837
    edited July 2020

    My main protagonist cost me less than $200 for everything.


    A film or game company already has a large budget for asset development thus would not be swayed by  the relatively tiny cost
    endured by a single operator shopping in the Daz store for items that are not compatible with thier pipeline by default

    No  more than a professional Nascar driver would be impressed by  some bargain  priced, mass produced  parts you  purchased at  "Autozone"

     

     

    In any case, you've shifted the context a bit, because the people who would use something
    like that weren't using previous Genesis either.


    Correct ,which was my point in response to the assertion that the Daz genesis
    models "have no competiion,"cool
    if that were the case  nearly everyone would be using Daz models for realistic CG humans

    Clearly most CG professionals  can achieve realistic results in REALTIME ANIMATION
    or Marvel film quality  main Characters without ever touching the Daz eco-system

     

     

    Not realistically posable and animatable? Name a better framework.


    Well in terms of Character animation there are much better frameworks
    than Daz studio, Particulary in the areas of Foot/floor Ik solving and
    Lipsync and native facial/body mocap options

    But for still image portrait renders,  Daz studio/ genesis 8 wins the day for
     ease of use in getting excellent results

    Post edited by wolf359 on
  • AsariAsari Posts: 703
    edited July 2020

    I don't see an imminent arrival of G9. To me, G8, still is a popular brand, and right now, I think the store appears to be struggling to maintain quality standards and focused on making quick cash. The constant release of genesis 8 bundles is more money grab, than a sign of something new on the horizon. Most of the bundles appear cobbled together, with figures at least in several of the male bundles not really belonging in the designated bundle, and content you might not buy if it is sold separate such as all the boiler plate poses and expressions. the bundles sell, in my opinion because of the main character and  the added perks of buying one, and the one or two quality items included.

    So none of that really signifies the improvements and focus needed to bring out a new line.

    I think right now the only direction the store can go is to improve clothing and outfits. Dforce, is sadly lacking, time consuming, and frustrating to use. The quality of clothing made to dforce, seems to often be b-grade, with outfits lacking details.

    I don't see a great plan behind the constant push, except to make quick cash. But this is of course my opnion.

    I think if there is improvements in the future it may be to pander to the cater to the gaming market. The store has seemed to want that market for a while. But if they go that direction, they'll need to improve their male line. Gamers who want to use DAZ models will want male options and the store's core base is interested in rendering females in skimpy clothing. Not saying that isn't popular with gamers as well, but the gaming market also caters to miltiary, sci-fi, and weaponry enthusiasts and the store while having a lot of fantasy doesn't really have a lot content that would make it desirable for a lot of gamers. 

    Well said Serene and I fully agree. While I like some if the tight fitting fantasy outfits in the store, I find dforce clothing still often difficult to use. I've studied countless dforce tutorials and still I can't get a t shirt or sweater drape in dforce as realistically as Marvelous Designer, not even close. And Marvelous Designer is a lot faster and less prone to crashing.

    True Marvelous Designer is expensive but Marvelous Designer cost me less than what I spent here during the last PA Festival or Christmas Sale and I have a really tiny collection of assets.

    Also one of my major issues with many DAZ outfits is that many details is baked into maps. While this is performance-friendly, this is bad for people who like to use shaders because if details like seam details are baked in the maps you put a shader on and suddenly your clothing has no seams and looks plastic-y. I even see this in lots of shader set promos in the store where outfits look strange after a shader is put and the base mesh lacks the details after switching off the original maps.

    It's not a product issue itself, because the original product does not have any faults.

    Post edited by Asari on
  • maikdeckermaikdecker Posts: 2,990
    Cybersox said:

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    We might end up with a flawlessly working shop software then... really scary... devil

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,623
    Cybersox said:

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    We might end up with a flawlessly working shop software then... really scary... devil

    no anatomical elements

  • nicsttnicstt Posts: 11,715

    Is Genesis 8 going to stick around a while?

    Well Aiko 3 is still available as are Victoria 4 and other old products; that suggests that Genesis 8 wll still be available for those who want to use it for a long time.

    Many folks use older characters for a variety of reasons.

    When a new one is released, you'll still be able to use any product you already possess. Genesis N will be provided for free (presuming this continues), and if you're serious about creating art, you'll use the best tool you can for any given project; that may or may not be the "latest and greatest".

  • nicsttnicstt Posts: 11,715
    Cybersox said:
    wolf359 said:

    "believe it or not, most professional animation studios do use bespoke models not premade assets"

     

     

    You are correct of course.yes

    It is always easier to use the models built originally for your specific pipeline
     ( render engine, shaders, facial mocap/lipsync, rigging & IK system), than to import an FBX stripped of all of its
    former program native features
    and spend time and resources trying to emulate those stripped out features
    in your importing application environment.

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    +1

  • nicsttnicstt Posts: 11,715
    Cybersox said:

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    We might end up with a flawlessly working shop software then... really scary... devil

    no anatomical elements

    subscribtion based!

  • CybersoxCybersox Posts: 9,085
    edited July 2020
    Cybersox said:

    Far more importantly, for any commercial product, there's a huge value to be had in owning ALL rights every aspect of your work so that you can do 3D merchandising like action figures.  So, while Marvel may use DAZ assets for some things, if it ever came down to them being used visibly enough to be an issue, Disney would just buy DAZ. 

    that is a really scary thought

    We might end up with a flawlessly working shop software then... really scary... devil

    no anatomical elements

    I think the House of Mouse might surprise you, given some of the other things that they've invested in over the years.  That said, I don't see it happening since they really don't use outside assets for anything that could conceivably be licensed.  As an example of why not, the genie bottle in I Dream Of Jeannie was actually a re-painted special Xmas edition bottle made for Jim Beam's Beam's Choice.  That meant that the design rights for one of the most iconic elements in the show wasn't controlled by the studio, so anyone with one of those bottles could sell it, and I knew a guy who made a pretty good living just repainting those bottles to look like the ones in the show.  Eventually he and the studio came to terms so that he could license other items from the show and have them signed by the cast, but things like that made studios get really wary about anything used on a production now.  

    Post edited by Cybersox on
  • wolf359 said:
     

    Not realistically posable and animatable? Name a better framework.


    Well in terms of Character animation there are much better frameworks
    than Daz studio, Particulary in the areas of Foot/floor Ik solving and
    Lipsync and native facial/body mocap options

    But for still image portrait renders,  Daz studio/ genesis 8 wins the day for
     ease of use in getting excellent results

    OK, I suppose I get your other arguments, they're the same that you've always made.

    But the IK and other limitations are Daz Studio limitations, not G8 limitations. You can add IK to the G8 armature just like any other. You can constrain all the twist bones if you like. It's considerable work but rote work to get all the visemes as shape keys and to drive them with ARKit data, and it all works beautifully.

    I am quite pleased with G8s from start to finish; it's Daz Studio that is the problem.

  • CybersoxCybersox Posts: 9,085
     

    I am quite pleased with G8s from start to finish; it's Daz Studio that is the problem.

    And I think DAZ is aware and working towards it.  For years, we bemoaned the lack of a user-centric dynamic cloth and hair systems, and while neither is perfect yet, they're big improvements over what we had.   They basically forgot about Puppeteer for a long time, but finally came back and brought it up to snuff.  Now they're making upgrades to the animation tools.  My personal hope is that we won't see another new figure system until DAZ has merged all of Hexagon's tools into DS and Studio has all of the features that Poser has. 

  • mwokeemwokee Posts: 1,275
    I'm not a 3D guru but it seems G8 pretty much does it all, there is no need to improve it because to me, updates would only be redundant. What really needs to improve is the skin and textures, there is still a lot that can be done to achieve greater realism. I would also like to see time invested in development for clothing that fits better and also looks realistic. What would G9 do? Bend a knee better? But... I'm not a 3D guru, just an artist who uses renders for commercial applications and fine art.
  • wolf359wolf359 Posts: 3,837

    You can add IK to the G8 armature just like any other.
    You can constrain all the twist bones if you like.
     It's considerable work but rote work to get all the visemes as shape
     keys and to drive them with ARKit data, and it all works beautifully.

    Of course with the Diffeo plugin it is  bascially one button to convert Genesis
    to essentially a Blender native animation rig.

    However I see very little evidence that animators & Game developers in the Blender,Autodesk Unreal,Unity communities
    are buying in to the Daz eco system to use the genesis models and perform all of the work rebuilding
    /rerigging them to a usable state for their platforms ..they are using other figure rigs.wink


    ................ it's Daz Studio that is the problem.

    to be fair Daz studio is the only platform where the full functionalty of the genesis models
    is easily realized as long as  one remains informed about the native limitations one encounters
    in the aforementioned areas of animation.

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