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© 2025 Daz Productions Inc. All Rights Reserved.
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yeah here a exemple this is a "famous" ex porn japanese now cosplayer Shibuya Kaho
she is natural large breasts and definitly she is not 300+bls, some peoples have that idea which womans must be "small breasts" all over the world which is the "natural" and only if you get fat which they "grow" but it's not really like that, this what make humans a so special race, because different propertions and spects of the body can happen and is really, really hard to 2 peoples looks like "twins" or equals even when we talk about "races, like 2 caucasian or 2 african never gonna look's like the same, aside from the color, in the same way you can have "ugly or no so attractive womans" being born you have really gorgogoes/awesome or "saiko-desu body" and face womans, the same goes for males, what is matter more is the "genetic" as a big factor, good genes gonna create good look peoples even if they are a little fat(not super ungly fat) the same goes for breast sizes if you family genetic is about "large breast womans" then you aways gonna see "large breast womans" on that family and only few rare cases this not gonna happens.
As a woman with 100% natural G-cup breasts and who doesn't weight even half those 300 lbs, I can guarantee you we exist. Granted, mine are still far from the watermelons some DS users give their female figures...
Sometimes I'm afraid of making a character's shoulders too narrow since I play with that slider and I usually dial back "breast implants" and dial up natural
One of my favorite characters is Amira since she's big yet still pretty. When I dialed up fitness I actually had to dial up her waist too
Most of the characters I use run a bit thin but it's not the only way to be attractive and even then not all characters have to be hot
For tomboyish girls I'd add more makeup options such as contouring in a way to achieve a more masculine face and yeah a lot of default looks are madeup too
There's a whole different set of fashion rules for different bodytypes too
And I hear you on the rigid part some guys when you use an age down still look way too defined for their new age even if you mess with so many face morphs
While I don't make models (yet? I know there are good Udemy courses on it) from what I can see it's texturing. Mari's not only expensive but you have to think about making normal maps, bump maps, and all that too and get them to wrap around the model it's made for too
Tho I'll probably do environments instead of people since there's so many great potential environments. There's so much good new sustainable and hi tech architecture too. So at least one completely green city where poverty's been eradicated and very walkable and cool trainstations too tho maybe I can make them seperate? Anyway it would be set during a good future where climate change is solved and not a worry anymore and some of the buildings will be wavy with cool lights and windows and palms and other trees along the streets and plants seen on some buildings
My sincerest sympathy to your backbone.
I have had girlfriends with all sorts of body types, from thin to overweight, from absolutely flat chested to really busty, and while I do prefer the curvier body shapes, not all women are like that, nor do they need to be to be attractive to me.
One problem with the really busty figures I feel in creating scenes in DAZ studio is the challenge to make any combat poses look realistic. Big boobs tend to make many melee weapon poses look like the poor gal is going to either cut pieces of her body herself with the sword swings, or she is surely going to fall over boobs-first, should she dare to move at all.
I have some body morphs, allowing me to adjust the size of the breasts, as they can help me use a character that won't do with the shapes the character is sold with.
I am not a PA, only a hobbyist artist. For me to get the "Wow! I really need this character for my collection at this instant!" reaction, or even to immediately picture a scene where I could use that character, the character should follow the guidelines posted by Penguinisto to an extent. There needs to be a distinct personality displayed in the character promos, preferably with a body type that is absolutely not a "they come 12 in a dozen" type. Some make-up matching the personality helps a lot too.
Oh, and to all the PA's out there, do list the items used in the promos, pretty please. Some of the promos alone would have made me buy your character if only I knew the hairstyle used, and the outfit used, so that I could re-create that striking look.
The point in this context was, you can easily make mountains out of molehills in DS, but doing the opposite can sometimes be impossible, and having those mountains on a figure sets a tone that you are not looking for or even wanting.
The fact that there are females with larger than life appendages, doesn't mean that they all do.
From a customer prospective
I'm probably in the minority from what I've read in the forums. But here's how I create my non-photo real comic book characters.
1. I render in 3Delight. (my average scenes with 5-10 characters render in under 10 minutes.). I used only V4/Genesis until about 4 years ago then moved to G3 (still in process for a lot of assets). I won't be moving beyond G3 I imagine. It was too much work getting to this point. Other than some SASE characters that maybe I'll get and convert to G3 someday, there's really nothing in G8 that looks worth the effort.
2. I get rid of all maps other than diffuse and specular. Specular maps are generic for all my characters that share the same UV set. All shaders are either Daz Defaults or Ubersurface.
3. Resize all maps to be 1024x1024 at the max. Backgrounds might be bigger, but no character/prop/environment maps are. I see people debating 4k and larger here; for me, 4k maps just mean 16x more memory eaten up that won't be reflected in my final panels. Plus most of my map library is quite ancient, from back in the days when 256 and 512 were the norm so 1024 was kind of edgy.
4. Dial in some basic morphs that get me kinda close to what I'm looking for. I'm one that resizes my 'citizen' females down to be somewhere in the 61-69 inch height, guys range from 65-72 inces. My heros/heroines are in the 69-81 inch range.
5. Export to a modeling program for all the detail work. Personally I love symmetry, it's aesthetically pleasing. I even want my villains to look good. Not sure how making something less attractive makes it better, but whatever.
6. Use a graphics program to tweak the diffuse of the skin to make it 'unique' somehow.
7. Re-import as morph for G3, erc freeze, save as morph, apply textures and save as character.
I've made around 200 characters this way. Someday I may get the nerve to actually post one of my comics somewhere :/ For now their adventures live on my hard drives alone. I've been a 3d hobbiest for about 30 years and Daz for about 10. I'm no Sickleyield, but I know enough to make what I like. If you are just starting out making things, there is a learning curve. Be ready for it and don't let it frustrate you.
Disclaimer and mini-rant: I'm not a PA and I only purchase a couple of things out of the store because what I'm looking for I haven't seen for the most part, and it's getting worse by the week. Like dforce, which seems to have given license for the creation of poor quality assets that don't fit properly or look good, with the expectation that the customers will be fine waiting around for a simluation to run to fix it, every time the character is moved. Where as I can just use an older non-dforce asset that fits properly in the new stuff's place, modify a couple of material maps to make it look different and render immediately after each pose.
Boobs probably should have been geographs, with a few different size choices. But then boobs would probably be sold in pro packs only, and only the most popular boobs get support after a while so in the end wouldn't matter anyways :P But going from big to small or small to big all have their own issues, and both have texture issues. Small to big textures stretch, big to small textures compress.
That may have been the point you intended. It's not the point you made. You said that there was no credibility for a "spinster" having large breasts, and you made the further point that she must be 300 pounds if she did. Leana is telling you that no, she need not be 300 pounds. FWIW, I've had two kids, and I'm an I cup at any weight. *shrug*
I think in a summary answer to the original question based in part on the replies above...
The hardest part about modelling a character is getting two people to agree about anything.
Things that kill realism for me:
I want regular people as well as "perfect" ones but I don't want oddly ugly ones (unless it's a mutant, etc.) Some of the "common people" characters have their imperfections exaggerated so they don't look normal. Instead of a over-sized nose or a weak chin, etc., it's a massive honker plus a chin that's recessed almost to the ears and eyes too far apart and the ears were stolen from an elephant ... and ... and ....
Although perfect symmetry is actually pretty rare and can break realism, I prefer it for characters I purchase so I can then apply individual morphs afterward to tweak the results. It's easier to "de-symmetricalize" a character rather than the other way around.
This would also fit into the "photos, that look like renders" thread. Can't find it, though.