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© 2025 Daz Productions Inc. All Rights Reserved.
Comments
What is the connection?
Yes, this is a problem. Depending on the texture, "sometimes" setting the refractive index weight to 0.5 helps a little, but either the color is still off(too yellowish-gray or gray) due to the texture itself, or the opacity/translucency looks too uniform whereas normal teeth tend to have the appearance of less opacity or more translucency around the tops/edges where there's less thickness. If there was a proper trans or opacity map for the teeth, that would be half of the battle and the rest would be just a matter of getting the color & reflectivity right.
lol, probably none. I don't see how HD morphs would help since HD expressions can yield the same result as non-HD expressions when used between different figures and/or when they're dialed in too high. We would still have to make a lot of adjustments to make it look right.
well in theory skilled users who are not PAs
or me![blush blush](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/embarrassed_smile.png)
could sculpt character specific smiles in Zbrush etc
Yes, but the OP is complaining about the figures being sold not looking right when applying the expressions & blaming the PA(s) figures, and simply increasing the SubD/applying HD morphs won't do anything to fix it. What you're suggesting would fix the issue to a greater or lesser extent since the expressions would be crafted to fit the specific character's face and not end up turning it into an alien.
Content creation goes a long way if you give someone the tools to do the job. And Daz will get less complaints if people find out they can do it themselves.
I'm not demanding content creators craft a new smile for each new character - I just want to see a promo image of the character with the generic DAZ smile expression applied.
Sometimes it is hard to get 3d characters to smile nicely.....so I just finished work on a character with the plan to make sure she could handle all kinds of expressions.
Here are a couple shots of a nice simple smile and a big old cartoon grin.
Just saw this - also hate this so, so much! Poor disfigured women, how are they even gonna eat in polite company?! Weird what some people think is sexy.
Unfortunately, those ugly smiles have become all too common with the increased use of facial bones to create expressions. There are a few artists who've figured out how to make it work, but overall I thought that the G3s had more attractive facial expressions.
i think it's safe to assume that in the vast majority of cases any smile is going to subtract from whatever it is you are trying to achieve... in this case sales but it could be anything other than something designed to be unsettling to begin with.
There are exceptions however and every now and then you see a smiling portrait that as a result gets showered with love and you think to yourself how the heck did they manage that.
Seems the forum is quite divided on smiles in promos, I suppose it depends what is being sold, personally I cant say i really care that much- So long as the smile isnt too creepy or psychotic looking (unless that's what is being aimed for), Some Ive noticed, do have a tendency to dial up smiles that show way too much lower teeth and no upper gum, the resulting look is often abit manic or cartoony. In this case, no smile is preferred -personally speaking.
I find a relatively safe formula for a decent G8 smile is: show 100% of the top teeth, about 20% upper gum and about 20% lower teeth (give or take). nice smiles are much more varied than this IRL, but not eveything that works on people IRL will just magically work on a G8, it has its limitations.
Saying that a smile in a promo might hurt sales is not the buyer's problem. The buyer is entitled to know what they're buying and how it behaves - in this case how an expression deforms the mesh. Likewise, I'd like to see at least one promo demonstrating joint deformations whilst posed. Ideally, in both cases, seeing a wire texture shaded screenshot so you can really determine how the mesh behaves would be great but probably asking a bit too much now. As it is now, Daz and PAs will have to expect returns if a character mesh doesn't behave in a satisfactory manner that hasn't been displayed in any promos.
Looks good.