Curvy girls with no abs...
This may seem like a bit of a silly question, especially since I've been using Daz for years.
I prefer my characters to have a realistic percentage of body fat. However, I can't seem to find morphs where the girls don't have abs. I have lots and lots of morphs, but they of course are addidtive to whatever base character I'm using.
So, for instance, when I use the "voluptuous" morph, my character becomes more curvy. However, she still also -- inexplicably -- has abs and musculature.
What am I doing wrong? Thanks!
Post edited by Leonides02 on
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People always forget tht if you click on the parameter "hamburger" of a given setting (0 to 100% for example), you can change the setting to something like -250 to 0%. Then you can subtract musculature and tone to your heart's delight.
For local body parts, I wouldn't recommend compensating unwanted vertex influences with other FBMs for several reasons:
a) Negative dialing of FBMs can have side effects on other areas of the body especially the breasts. For female characters, almost every FBM has their distinct weight influence over the breast region which when dialed negatively can change the breasts shape undesirably or worse produce unwanted indentations in the mesh as side effect.
b) It creates an unnecessary dependency on that FBM(s) wherein you need to re-compensate every time you change the intensity of your original morph.
c) It is computationally expensive to have multiple morphs contest for influence over the same set of vertices. This can sometimes slow down the viewport or have an impact on scene save/load times at the least.
I use shape splitter to create a DMZ (demilitarized zone) of influence w.r.t. contested areas such as breasts. So, for some of the FBMs like voluptuous, body size, body tone, hourglass etc. I have created my own corresponding set of duplicate morphs that exclude the vertices of breast region from these morph influences. That way i can freely dial those morphs without worrying how any of them would affect the breast shape which often uses its own specialized set of morphs. Once you get comfortable with shape splitter it opens an intriguing set of possibilities.
[A long while ago, I had highlighted a similar issue in the commercial thread for growing up series of morphs and had suggested that dialing youth morph should not make any changes to the breast shape by default (rather should just scale them down by default) as the results can be inconsistent across different characters with diverse breast size and shapes. i.e. the youth morph should not add to the contention of other morphs that the user may otherwise incorporate to reduce the breast size.]
I will try this. I also tend to associate curvy with "soft / kinda chubby." That said, it seems odd that in general we need to dial out abs instead of dial them in. Most people don't have six-packs!
This is good information. I have shape splitter but have not used it very much.
This is one of those cases where using the Hexagon bridge helps a ton. You can use the UV Paint tool in Hexagon, specifically the smoothing brush. Use it gently and you can knock out the abs pretty easy, then send that back to Daz and save this as a new morph that corrects the abs. So like if you are editing the Voluptuous morph, you could call this "Voluptuous No Ab" or something like that.
You could also use Blender, but in this case Hexagon is actually more usable. The Daz to Hexagon Bridge is just so easy to use. If you don't have the G8 Dev Kit, you should get it from the G8 Starter download section. Just load the dev kit, dial in the morph you want to fix, and send to Hexagon. It is that simple, no need to worry over having the settings correct because the bridge handles all that. In Hexagon the UV Paint brushes have a Smoothing Brush. This brush will be your best friend. Just gently apply this on the abs, and poof they are gone. Send this back to Daz, give it a unique name (and make sure it is unique to avoid dreaded duplicate ID errors), toggle reverse deformations to on, select the location, and go. You can also select to mirror one side of the morph you are importing if you were not able to mirror it in Hexagon (the mirror function doesn't always work in Hexagon).
If it works, then save it as a new morph. Since this is only the abs, there is no need to do any fancy ERC stuff, you can just save it.
It might sound like a lot, but this is something that can take just a few minutes, even if you are not used to doing it. The longest part might be waiting for Hexagon to load.
Wow, what a helpful post! Thank you. I will try this ASAP.![smiley smiley](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
....on the other side of the scale, thinner characters never have shown rib details, just the outline of the rib cage. Using the Emaciated slider under Full Body affects the entire body (upper body if using Zev0's Body Mixer) and still doesn't provide a more believable appearance. This is not as easily remidied as it likely would require a fair amount of sculpting.
IIRC auto shape enhancer does show ribcage very clearly, but only when character is moving. It's barely visible in resting poses.
...thanks. Unfortunately I just do still images instead of animation as I have older hardware. I also primarily work with G3 and it only works with G8.
NP, I hope it works for you.
If you have not used Hexagon before, you will probably want to go into its settings and disable "Local Redraw" in the Edit > Preferences Editor. There is a viewport glitch that happens with it on that can make Hexagon unusable otherwise. Also, as long as you stick to the Dev Kit you shouldn't have memory problems since the dev kit has no textures. If you import characters with textures on you will almost certainly run out of memory since Hexagon is ancient software. The Hexagon "supposedly 64 bit" Beta improves it a little, but only a little. So it is best to just avoid textures unless you use like one or two very small and compressed textures. You could use say a smaller than 100kb texture on the torso to help make sure you not distorting things too much with the smoothing tool. That is the only problem you might get if you get a little too aggressive with this tool. It is easy to spread the vertices apart, which leads to the the skin looking stretched when you render in Daz. So you want to avoid this. It should be much issue if you are sticking to the abs, but on other areas you run into this.
Once you get a little practice with it, you might find this a very handy way to make those small adjustments on morphs that drive you crazy. It is too bad we can't use it on HD morphs (they just drop to base res when transeferd to Hexagon), but it is still handy and dare I say fun to do. And this is coming from someone who hates using Blender.
I have to drop a rec for RazzleDazzle3D's morphs. She sells off the main sites but the two sets that have the softest body types are "More to Love" and "Oh She Thicc." I end up dialing them into almost all my female characters recently.
Those razzledazzle morphs look pretty good.
Sometimes I just dial out the character's body down to 0 so it's just the generic Genesis 8 base body and then dial in what other body shapes I want. Like starting from scratch.
When I had the problem with load times, I took the DevLoad version and dialed the characters one by one to see their geometry and ended up deleting morph files for a lot of them due to their bodies being so unnatural (or even grotesk). Just kept just the material presets for the ones I liked.
The only solution I see, is a custom made softening of the abs in zBrush.
@ the OP, what morphs do you have installed ?
I have no problem creating "curvy" G8 Females with soft
abdomen areas
Thanks! These are great, too!
Can't believe that in all these replies nobody has dropped Boom Chica Morphs or Big Girl Morphs.
Uh, https://www.daz3d.com/brooke-8-1, Those aren't abs they are rolls. pure fat. I could show you a real life example but last time I took a selfie with my shirt off, I had to buy a new phone.