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To this point, look at the promo images for this g9 bathing suit add-on from the bundle that was released the other day: https://www.daz3d.com/sc-dforce-peppa-bikini-add-on-for-genesis-9
The deltoid/chest/upper arm area where they meet just looks completely off. The third promo pic where she's standing slightly sideways, that whole left arm just off and odd. The product in question is for a bathing suit add-on, so I'm not making light of the vendor or the work they did (the bathing suit texture set is perfectly fine). However, if these are the promo images for a new figure/generation that are supposed to make me excited about the new figure and that show me that it's a step-up tech wise from g8, it's failing badly. You could have told me this was a bathing suit for La Femme and I would have believed you
I'm also seeing "People who were making great characters for g3 and g8 are making characters that look great as g9 figures". Vendors not as skilled at character creation or making add-ons for g9 and not figures, but obviously are using g9 figures in their promos are making characters that look just as dull as any dull or bad g3 or g8 character.
Again, the skill level of the person is ultimately going to make a better product no matter what tech they're building it on.
By the same token, it is a new figure and the PA too may still be learning.
If an established character creator like Mousso is having this much trouble right off the bat with bends and making jcm's for them, that's not a good sign for the rest of us
I have been comparing Genesis 9 to the Genesis 8.1 Female and Male and Victoria 9 to Victoria 8.1.
I don't like the measurements of Genesis 9 at all. I would have expected the Genesis 9 Unisex base to be taller than the Genesis 9 Feminine version, and Genesis 9 Masculine version to be taller than the Genesis 9 Unisex base. But they are all the same height, and smaller as Genesis 8.1 Female.
The shoulders look to square, and the female breasts to saggy. Maybe previous Genesis generations were not as real or to idealized, but they looked more attractive.
Victoria 9 has a very pretty face, though.
Genesis 9 will be remembered as the portrait generation by some, and as the lost generation by others.
There's a joke in here that if an established character creator like Mousso is having this much trouble right off the bat with bends and making jcm's for them, that's not a good sign for the rest of us
My point to this post was that people were asking why people in this thread keep mentioning bad bends and noodle joints, and this is part of why we keep referencing that. We keep seeing promos, images, and our own testing of the g9 figure.
I think I will eventually go to G9, but one thing I have learned in using DAZ Studio since it was in beta is that it's best to wait a few months before adopting the latest version just to allow time for all the kinks to be smoothed out. And from what I have read in the comments about G9, it looks like waiting awhile will avoid a lot of disappointment.
That is a good strategy for any new release
There is a reason for the same size - to get past a ton of clothing issues caused by scaling in all previous generations, Genesis 9 uses proportion dials to adjust the figure sizes.
That means that you can now have an orc character that's 7 feet tall, but he can also be gnome size and still look fine, and clothing will still fit decently because scaling is not baked into the character.
But how many Orcs in tuxedos does one need?
One the one hand Daz is praising Genesis 9 for more realism, while on the other sacrificing realism for compatability.
I am taking my time to add to G9 bit by bit. With Victoria 9, the Essential bundles and Growing Up for G9, I have a base for now.
At the moment I can't do anything with it, as I can only type on the iPad with my left hand after a bad shoulder injury (wet, very smooth stone floor and slippery soles....), and it may be months before I can work properly with DS again. This is especially annoying because I really like the concept of G9 and would have loved to start trying everything right away. But this way I choose much more carefully what I buy for G9, which is not bad...
I only used orc an an example of one character. It also goes for any of the other figures. The proportion dials work well with clothing.
I used the Orc as an example as well.
Take the Genesis 8.1 female base and the Genesis 9 with feminine dialed in. When you dial up Genesis 9 to the same height as Genesis 8.1 the shoulders are too massive.
When you take a real life product like a jeans, it can be unisex, still there are male and female cuts as genders have a different anatomy.
In my opinion, the unisex base is a step into the wrong direction.
Or... G8.1's arms are unnaturally thin and stickly. Just because we are used to, or familiar with something, doesn't mean it was as accurate thing to benchmark against.
The item in question, if not the promos, is by Second Circle - I'm not sure either are known for posing. It's quite possible that they simply forgot to turn the bend corrections on, as we know that it was off on loading in at least some early insatllations, and the main focus would have been on showing the textues.
I suspect there are a lot of people that prefer a slightly idealized version of a person to one that is more reflective of reality.
All that can be changed tho. There are proportional dials for almost everything on G9...almost every body part :). It's infinitely "tweakable" compared to earlier Genesis versions I think.
As for promos and posing and "noodle joints" I think it could possibly be that a lot of the promos were done before G9 was even completely finished and may have had updates since. Also, I notice that some are neglecting to use the base joint correctives and flexion sliders found on the main figure Parameters tab. They help.
Isn't 8.1 posing for the fifth wheel now?
Yeah, sculpting is a bit harder this time around as the UVs don't have as many anatomical landscapes to follow, so we're gonna have to rely on our skills with artistic anatomy!
I usually just remember that muscles follow the bone structure rather than just slapping a bicep where you think it might look good, which is fine for stylistic toon characters but look completely off on such a realistic representation of a human as that's not how muscles work…
The landmark material that's in the Dev folder might help with that? Its a good start - and its likely that there will be more landmark maps appear as users get more familiar with the process, as well as editing the map to add your own landmarks :)
I think it would be easier than my G8 and Dog 8 attempts since I won't have to worry about the eyes and mouth anymore. (My previous attempts produced nightmare fuel; eyes shaped like beans and teeth looking like insulation foam, among other things.)
All of us have different artistic goals anyway. (My main goal with DAZ is using it like how Poser was intended; for drawing references.) I don't particularly aim for photorealism.
Since G8, I've always checked the Dev folder and loaded that version of Genesis because I want to load it without skins. I haven't tried the landmarks yet, but they seem interesting.
Why would Daz hide new Genesis 9 clothing releases in a carousel underneath 3 redundant lingerie bundle displays? I almost didn't look at it. Those releases deserve a splash as well.
I do not understand so many things, esp. with the G9 release. That's why I am off the train. Basically, I think that the current G9 is not very useable. You have to buy new clothing, esp. footware, as there is no way to get existing one fit with decent effort. If you fitted a G8/8.1 outfit to your G9, you are busted when you try to apply hierarchical materials. You need new hair, as using existing G8/8.1 hair is a nightmare. Posing is much more difficult without PowerPose templates. And, although a pose conversion tool by ManFriday was shon during the initial G9/V9 event, there is still no tool available.
Given that DS is targeted at a user community that is basically using existing assets (unlike e.g. Blender, C4D,...), this is a real drawback. I'll rather use my existing assets and have fun with those and wait for another year or so to continue the G9 journey.
Well, bit the bullet and bought the DO G9 head & body morphs + expression + that "essentials extension". Don't think that I will buy any G9 stuff in the short run.
Still do not see any G9 eyes merchant resource featuring really dark brown irises (including the sneak peek of Natural Eyes G9). Very dark brown eyes can look dead / having cataracts in renders, I wonder if that's the reason. So now to me the fun part is to make my G8 character, who has very dark brown almost black irises, to look alive in renders. That excitement should be sufficient for me to hold up further purchase of G9 products
Yeah this was always a peeve of mine. Especially when viewing 3d you can see the imbalance clearly. The G9 has a bit more natural (averaged out) shoulders, although it does seem to lack the detailed anatomy/muscle bends that I hope will come out.
Probably rather been thrown out of the car and laying on the roadside already.
Load an 8.1 figure and parent the clothes to that - Hierarchical presets care about parenting, not what the items are fitted to, so that won't mess the scene up.
I like toons and styled stuff. Gen9 isn't aimed at me. 8k textures, but their not, but they are. the LIE system learning, no shaders now for lips . it's just too much to learn and dig through forum posts to figure out what is where and how it will or wont. is Gen 9 metamixer supported or going to be compatible? HD is baked into the figure now sooo your only exporting base now to blender, how does that affect exporting mixed and matched non HD morphs but using HD morphs, I really don't understand.
I'm confused, tired, poor and tech fatued really. $4,000 for a new computer with a RTX 3080ti 12gig and I still dump to CPU rendering in Daz studio (it's optimization and redner settings, I know - but again, more tweaking than making art).
just exhusted.