Genesis 9 is for Male and Female?
![taiuri](https://secure.gravatar.com/avatar/15b395af8f2df94f3ed9d8f08e5bc73a?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F15b395af8f2df94f3ed9d8f08e5bc73a_100.png)
I have a question since I saw Genesis 9 came out. I've checked out all the G9 products, but I've noticed that in the Compatible Figues it says Genesis 9 only, like the Toon Kids for G9 (where I'd have prefered they were realist and not Toons), or the Growing up for G9 from Zev0, I mean, it doesn't say Genesis 9 Female or Genesis 9 Male.
So, my question is: this new Genesis 9 will be like the first Genesis, where both genders apply for the same figure?
Post edited by taiuri on
Comments
Genesis 9 is gender fluid. You can any Genesis 9 figure male or female and change the gender later, if you like.
Personally, I'm glad that the Toon Kids are toons. It was also released the same day as Growing Up, so it's not as if you're lacking for choice.
I see. Thank you for replying.
Yeah, but I'd have liked The Kids generations came back in this Genesis 9, like the previous The Kids 4, because in that way, artists could create exclusive boys or girls models.
I love the fluidity of a gender neutral mesh that can be either male or female. In terms of kids there will eventually be male or female characters created that will be exclusively one or the other as a release.
The attempts I've seen yet to make Vicky 9 more manly don't look really promising, though. I guess there will be a load of z-brushing needed to come up with less fuid males for G9.
Morphs are wonderful things and I've seen someone change a female character into a cat, dog and a horse. In the hands of a good modeller it's not only possible but probably that you'll see some good males figures.
At the moment there aren't the morph packs available so of course it's difficult unless you make your own morphs.
What Genesis 9 is, is a return to the ideal of the original Genesis 1 product. As the Genesis 1 was a anthropomorphic product, that at the time seemed like a good idea but my understanding is that it did not do so well for many reasons.
As when Genesis 2 was released Daz went back to a separate male / female based product, and it had stayed that way until now. It will be interesting if Daz keep going in this direction when they release the next major figure base in a few years time. As having a anthropomorphic figure does have a lot of possibilities.
This could be why Daz split went back to a separate male / female model with Genesis 2, 3 and 8. That and if I remember right, PA's had issue with getting clothing to fit right on Genesis 1.
Once you get the morph packs, it won't be too hard to make a man out of her.
You can turn V9 pretty well into Victor by dialing the BaseFeminine into large negatives. Body morphs make it even easier with things like BreastsGone.
Torso Clothing can run into some problems then though and might need a smoothing modifier.
100% Victoria 9, -200% BaseFeminine, 30%Fitness,30%Muscular,30%Voluptuous
I really don't like this unisex methode at all.
I prefer a male and a separate female base figure. It would work for me, to have identical geometry in order to be able to morph one into the other, but it is highly confusing to create morphs or geografts on a mixed gender figure.
It has been a PITA with Genesis (1) and it is again with Genesis 9.
Looking at the face, it still looks quite feminine to me. But it's okay. There seem to be tons of people here to see it different and/or like it that way.
There is a freebie head morph by AOBB for Genesis 9 that looks great.
Check out the thread to see images, Im on my laptop so I don't have it available to upload.
In four previous generations there hasn't been The Kids. This role has always been covered by Growing Up since 5th generation.
In an approach in which they have merged again female and male I don't think we will see children as a separate mesh.
AOBB manages to zbrush nicely and that guy looks brushed quite a bit. And nice. But not enough to make me start using G9![devil devil](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/devil_smile.png)
i recommend learning modeling. Ideally in Maya.I notice a lotof people use z-brush, which I haven't had a chance to play with yet. The focus in industry standard modelling progams, like Maya is to maintain control over geometry in order to keep vertices clean and reduce geometric redundancy.
Daz Studio has solved a lot of problems that made creating models in high end progams like Maya as DAZ models/assets a lot less complex on the DZ end.Anyone who has worked with Maya knows it is a complex and deep program, so it really helps that DAZ has taken a lot of the headaches out of asset creation for DAZ in modeling programs on the Daz end and DAZ => MAYA and MAYA => DAZ.... DAZ <=> MAYA.
It appears even Hexagon (which i haven't tried yet, but am interested to see what it can do) can be used for more basic asset modeling or modification of simpler geometry (in cojunction with photoshop for MAT aspects) to create original assets for/with DAZ Studio.
My linited understanding of z-brush is that it can make a mess of vertices and geometry and create problems with exessive geometry and redundancy.However I'm no expert in all of this. I only know that a primary foundational principle in 3D modeling in Maya focuses on contol and efficiency so a model can be up or down scaled in poly-count/resolution (and maintaining the simplest poly faces possible with but never three vertices eg no triangular faces for complex organic models) depending on the output requirements. With exessive faces/subdivisions and a mess of redundant vertices, computational efficiency and model flaxibility of use are reduced.
Meybe someone with both MAYA 3D modelling and z-brush experience can set me straight if I am wrong about Z-brush.From what i learned using Maya, everything that needs to be done to build and sculpt even the most detailed and organic aspects of a model can be done in Maya while controlling poly-count.
I would be very keen to hear from Maya users who also have experience with z-brush.