Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Leg length and torso length are part of the base figure (they now have "proportional" in the name). Hip V Define does look like the same thing as Iliac Line.
Thanks for the quick reply. I don't think I've ever got a new generation of figures without immediately buying the body and head morph packs as well, so I wasn't sure which sliders came with what.
I got the pack and OMG, it was well worth the wait.
LOVING IT ALL.
Some of the names were changed to try to make them more immediately understandable for new users. Many people don't know what an illiac line is.
I wonder if the new G9 morphs are HD because they look more detailed as G8 ones and I find them more realistic and less deformed :) I'm glad they added new morphs as well that didn't exist in G8. The "Proportion Height" slider replacing G8's Height is really appreciated too :) I had to put G8's Height at 105% for a character that is 1m65 tall :( And if we increase it too much, the proportions were very strange...
The new morphs are not HD. They are more detailed because of the increase in mesh density on G9.
Ah ok, thanks :) I noticed there was a difference between SubD 0 and 1, but SubD 2 don't add more details.
weird.. I usually had to set height for my figures at around 93% to get them to that margin and then dial up the head size a bit to make it look realistic.
Yep, for my smaller characters, I also did that, I decreased the Scale and increased "Head Propagating Scale" :)
They are the same far as I remember but the gemetry visuals, again by memory, are noticably improved in some cases.
What I will really miss in G9 are Rarestone's extensive head/face morphs products so painstakingly divided out by subanatomical groupings.
I see the head and body shapes, but no morph packs. The shapes packs give you a bunch of shapes to choose from. The morphs let you create your own shapes, etc.
The smoothign probably helps, but may not matter much beyond the fist level. The morphs may not be HD, but they are going to be designed with the effect of SubD in mind I would think.
Yeah, they were sculpted in sub-d mode, so the contours looks better at 1 or higher. Though the extra density of G9 means the figure is more useable with no subdivision levels than G8 was.
Ahh k thank you for the info, downloading it now.
What is the substitute (G9 correspondent) for Neck Length?
Thank you for pointing them out.
Shame I bought the essentials already, considering the bundle includes em.
**Yeah, even with the discount it's still a hefty chunk of change, but well worth having as the bare-bones G9 is typically barren as far as out-of-the box usability, now all I need is KHImage's Ultimate series, and I'm all set to bypass G8!
**That's the shapes/essentials bundle…
DAZ takes that into consideration!!
well for me some of the "morphs are just useless because of the "body topology" navel and nipples morphs are pointless since they are "hd only" due to being impossible to make then in "base or barelly in level 1 details, really the g9 for me is reall a disappointment.
Yeah, and as everybody is praising the higher vertex count of the G9, I loaded G8 and G9 developer versions and looked, where they had put those extra vertices.
Head, arms and legs, the vertex count has about doubled, but the body/torso went only from 3090 to 3668 vertices and when considering the distribution, where on the G8 there's denser mesh where needed, the uniform distribution makes those areas actually lower resolution on G9.
Will keep playing with the free stuff, but it will take a long time, before I start making any morphs of my own for them and actually using them.
The only thing I do not really like are the Nipple dials for G9, they get rather pointy and look weird.
At how many divisions? At the default 1 in the Viewport they aer pointy but at higher divisions (in rnders, or turned up for the Viewport) theya re, I think, OK.
Yes, all of today's bundles are on the Pay-only-for-what-you-don't-own system, for now at least.
and that is what make g9 so bad, you need a "high level of division like lv2 or lv3 to it looks fine which make it useless for game or too performance demand even for rendering, making a model which only works on "high level of details at last for me is somewhat "stupid/pointless, basically the high resolution render will be for "zoom" if you zoom in the niples but for full body you gonna go for "base body without nipples.
this is what make this geometry topology so bad for the final customer, while it's awesome for the "vendor/artist" it pretty bad for the customer in general, unless they are aiming for "family friendly material".
Once upon a time, Victoria 3 or maybe Victoria 4, there was a morph for the eyes for the epicanthic fold. This gave the distinctive skin fold of the upper eyelid that covers the inner corner (medial canthus) of the eye. It is a seen in people of Asian descent.
Does this morph exist in the Genesis 9 Head Shapes (or anywhere else for that matter)?
subd 3 is not too much for rendering, by far not. even in games you get scenes with 30+ million polys. and DAZ is not targeting games as far as I know. the customer is the one who gets the biggest advantages imho, better morphs with less texture stretching, clothing is fitting better on "unsupported" morphs and so on.
they also are "targeting game" if you read the news they even have tools to export daz stuffs to game tools, daz is not anymore for pretty some time just for "rendering, pay more attention.
we do even have "forum sections for unreal and unitiy.
Being able to use a mesh in a game engine and offering a specific game license, doesn't mean that they are "targeting" game design, You can still render in Unity and Unreal. To me that means they are allowing it and making it easier. Everything I see still says to me that the users that are not using DAZ assets for game design are still the target customer base for DAZ.
but the point is they are not the only one daz targeting.
i never told which daz now is "only for game" as some peoples love to claim daz is "only for render" the thing is "daz stuffs also can be used for game and they showed and show interest on that too, it's not "just render" that is it.
peoples claim" daz is only for render" which peoples are not using daz stuff for games are wrong, daz is used and was used a lot in the past for the games, just the majoroty of games made with daz assets in general specially in the past where more like "erotic visual novels", only few games which where made using the 3d models rater than just pictures, because in the past was more hard and less friendly but today with g8 and the bridges becomes more easy for peoples to use daz characters for games too without just being the visual novels.
the problem is aways this "weird statment some users make about "daz is only for render" as if they speak for the dev or for the whole community.
Nice to see a discount for owning the Character Essentials. Plus a discount on giftcards - Which has also softened the blow. Thanks, Daz.