DAZ in 2040

Just a question.

What would Future DAZ look like

It is around now for 20 years

What will it be like in 2040.... ?

More like the ideas FaceBook seems to have

V.R. with glasses where you can walk among Genesis 20 ?

talk with them.. smell them .. run, wrestle, make fun with them ?

What, at the end of 2021.. is your idea about that ?

Comments

  • GordigGordig Posts: 10,072

    efron_24 said:

    V.R. with glasses where you can walk among Genesis 20 ?

    Considering that, after 21 years, we're only on the 8th generation of core figures, I'd consider a Genesis 20 by 2040 highly unlikely. We'll probably be at no more than 12.

  • PerttiAPerttiA Posts: 10,024

    Hmm... NVWAS XX, with AI in VR through neural interface... Don't exactly know whether to be happy or scared cheeky

  • margravemargrave Posts: 1,822

    A half-decent IK system.

  • FSMCDesignsFSMCDesigns Posts: 12,755

    I LOVE the VR idea. I already spend several hours a day in VR, would love to have part of that be with DS.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,232

    with 3D printing advances and robotics one will be setting up their real dolls in DAZ and even printing their clothes (and your own which we will all be doing anyway out of renewable resources like hemp)

  • PerttiAPerttiA Posts: 10,024

    20 years might just be enough to take 3D modelling out of 'bitmaps' (meshes) to the next level, which would be solid models with real physics, figures built starting from the bone structure and using mathematical functions to build the muscles and tissue on top of the bones.

  • Bushy-DoeBushy-Doe Posts: 9
    edited December 2021

    Hopefully by then, procedurally generated UV mapping for models (similar to what UE5 is doing with environments) that includes goosebumps with actual hair folicles attached, skin texture has a more realistic stretch rather than appearing warped when pulled, along with vein bump map that synchs vein coloration on the skin. 

    No more polygon based models as the norm, but Quantam Voxels (just extremely small voxels) as industry standard. This way Genesis XV characters have actual skeleton and muscule mass rather than just a hollow shell... and not just characters, but fluid as well that can be simulated as a volume (poured into/onto a something or have something sitting within it with ripples and density) in real time.

    Post edited by Bushy-Doe on
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