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Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
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I think the wrestling content is pretty versatile. It doesn't need to be wrestling outfits. It could be... Superhero or just plain sci-fi.
I wonder which way the inspiration goes between wrestling outfits and superhero styles as they do often have a lot of common elements.
They are both based off of real clothing designed for athletics. The real wrestling clothing came first. They had to be durable and made so as not to give your opponent an advantage.
https://mwolverine.com/Olympic_Wrestling_History.html
There was wrestling prior to the Olympics being restarted as well.
The shiny metallic colors I think are all professional wrestling / superhero embellishments for showmanship as I'm pretty sure those embellishments weaken the structural strength of the uniforms.
Here is an interesting comics summary from the 20th century too (although comics existed beforehand too):
https://en.wikipedia.org/wiki/1900s_in_comics
The combination wrestler / superhero goes way, way back. Perhaps most iconic was the great Santo.
In addition to his wrestling career, Santo made about 50 movies fighting off vampire women, zombies, Frankenstein's daughter, etc, etc, etc. Here is a trailer for one of the movies.
https://www.youtube.com/watch?v=DG4MkZNx59o
And here is some biographical info from his IMDB page.
NVIDIA GeForce GTX 1080 Ti
Seems you can learn more from a series than I ever realized ... when I use to watch kung-fu theater, I was purely watching the moves ... All I know is when I watch, I suddenly have a smile from ear to ear!
e.g. https://youtu.be/dhWbAENwcWs?t=25
Thank you for replying
Very interesting. A powerful card but not RTX. I wonder if other weaker GPUs would get results like yours. I cannot say...I have two 1080tis, LOL. I could try this with other models and see if they get similar results. I may try some bluejaunte characters. I wonder if the file size of the normal maps have an effect. Some models have normal maps in less compressed formats that are huge.
Which brings up another question, how about VRAM use? Turning off a bunch of normal and bump maps may help VRAM, depending on how much VRAM each HD subdivision takes. There are lot of things to look at here. I am thinking we might be able to save VRAM skipping the normals and using HD. That could be a big win for those looking to squeeze as much into their scene as they can.
Kwan 8 with the Modern Military Outfit:
Yeah, it's an interesting topic, imo - it would be neat to do some more testing to see if there is a way to pin down "optimal" set up for speed for different types of renders. However, there are so many different variables that can factor in performance and render speed, that it might be difficult to pinpoint "optimal" setups that are "universal" across different machines and video cards (not to mention different versions of Daz Studio as well). Still, I find the subject pretty interesting and it would be nice to be able to pinpoint more optimal surface settings and HD vs Normals vs Bump usage that could make more clear what may be more useful for different types of scenes.
I did some testing with a bluejaunte character, and found some similar results. Using the normal maps took a few seconds longer. However, what I discovered with this character is that the HD shape is not a replacement for the normal maps. They work together to complete the character, so removing one or the other was not ideal. I imagine a lot of non DO characters are like that.
So for this to work, the characters in question must use HD as a full replacement for normal maps. It is likely that only Daz Originals do this, since the HD morph is usually sold as a separate product.
But I did get some data. Increasing the subD from 1 to 3 had almost no effect on render times, it didn't even effect VRAM usage much. SubD 5 however ballooned both quite a bit. SubD 5 used over 1GB more VRAM and took over a minute longer to render. I feel pretty confident that this trend would hold up for a lot of other characters. Deleting the normal maps improved render times by 20 seconds in a 2 minute render, and all levels of subD still rendered faster without normals, except for 5.
However, I don't have a ton of HD morphs for DO's. I have Zelara's. And looking at her, she has separate character presets. Zelara HD has her own preset, so I loaded both. It turns out that loading Zelara HD's preset contains no normal maps. I cannot believe I never noticed that. I made a render of her two versions side by side at 6000 pixels, and the difference is very hard to spot, if at all. I will try some more testing on her tomorrow to see if the HD renders faster.
I might make a separate thread to avoid cluttering this one. Or you can. Doesn't matter.
Yeah I believe all the Daz Original "Official 8" HD figures load without any normal maps. And I've tested the HD vs Normal Maps again and consistently keep seeing slightly faster render times with HD with No Normal Maps (or Normal Maps dialled to 0) vs NON-HD figures with Normal Maps. If you end up starting a thread about it let me know. I'd love to check it out. :) Maybe we could get people with other video cards to also do a couple of test renders. I find it pretty interesting since I always thought Normal Maps where a good replacement for HDs that gave faster render times vs HD. It would be interesting if that turns out not to be the case - with the tests I've done so far, it's kind of starting to look like that. lol So weird.
I think Kwan 8 is perhaps GM8's most handsome and more realistic characters. I've was initially unsure of the pronounced ripped 'Bruce Lee' Abs but they seem to render well as does the skin. A great addition from DAZ.
You could use the one made for G8F: https://www.daz3d.com/amateur-wrestler-outfit-for-genesis-8-female https://www.daz3d.com/amateur-wrestler-outfit-textures
It seems to autofit to G8M pretty well, though I did need to add a push modifier to it to clear some of Kwan 8's HD bits:
Thanks for the render. I haven't tested any of Kwan 8's clothing, and this shows me I'll need to substitute the helmet and boots with, respectively, HH's Tactical Assault UCMC Add-On and Slide3d's Military Boots from Rendo. The sleeves of the shirt look a bit Play-Dohish, and I'm not sure what to do about that.
I could be wrong, but I think as far as VRAM is concerned, dialing a texture to zero may still load the texture in memory. I could possibly check that.
I think that we all just have normal maps so ingrained into model making that we probably do not consider the possibility of them no longer being necessary. For games, they do things differently. Like the new Final Fantasy 7 Remake, which has pretty nice graphics. The characters have 3 textures per surface at most. The face has the base color, a normal, and a gloss map. So no bump at all, the normal basically handles that. The face mesh is actually pretty high poly, more than a base Genesis, even though it is a PS4 game. However it is not as dense as a HD subD mesh. It is running on outdated hardware. There is going to be a massive polygon increase on the next generation consoles. We will soon see gaming models with significantly higher poly counts than Daz Genesis, even at HD subD.
I am thinking this change has come as Daz models use more and more maps. We used to see 3 or 4 textures per surface. But today that is shifting as people pursue more realistic skin. So now we not only have more textures per surface than before, but those textures are often larger file sizes. Even when we use the same texture, we may use it for different settings, like a base color is used in the translucency map. For ever new setting, Iray has to resolve these. And as has been pointed out in the past, ray tracing is only one short part of Iray rendering. Most of the render process is resolving the shaders. And what have we done? We have made shaders much more complicated today. So I think that is probably the big factor here. Perhaps testing out past generations of Genesis HD will see different results because those figures did not have as many surface settings and textures.
I'm sure it will go on a better sale in time. You know the saying,
As soon as midnight rolled around the other day, I used my PC coupon to snag Tamati and did a render last night of the PI character I've wanted to create for a couple of years, and I think he fits the character perfectly. He renders great!
Sometimes being out the loop is better Tamati here love the character
So, what has happened to Tamati? Kwan 8 has been completely expunged from the character. Of course, the Readme gives no hint of why, and the product page hasn't been updated, but the zip file has a new name and the metadata installs a different product (Tamati HD for Genesis 8 Male).
You can see the "new" Tamati in The "Dial Them Out" Thread