Let's appreciate/discuss today's new releases - ongoing thread
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As I noted in the There's Always Another Sale Thread (tm): Glad some other people came in to get justifiably salty about the "face of cosplay" line. I was wondering if it was just me that was annoyed.
I could have wished for some outfits that were, y'know, actually interesting cosplay instead of the same old meido and catgirl cliches. Of course, most of the cosplay I enjoy the most would have to go straight into Editorial License land, so ...
(DAZ I DARE YOU TO PUT OUT A FURSUIT ITEM I SUPER DOUBLE DARE YOU)
The bigger problem is (this is just my opinion, as ever) that Hanako's starter bundle is overpriced and her pro bundle is outrageously overpriced, and Hanako herself is a bit overpriced. Right now with the initial discount the lone figure is twenty-four-fifty. I would pay ... about half that.
I ain't cheap; I just have to keep an acute concept of value-for-money, especially with how much I spend on Studio resources. I paid for Rising Sun yesterday, you'll note! But I do not see $122.49 worth of value in that bundle, myself. Your mileage may vary.
Underage Asian girls are not my thing, so this was an easy pass.
same here. Not into cosplay anything anyway.
I am sensitive about underage (legal women who look underage) being used in inappropriate ways. I just finished rendering all three models, (included the Head Shapes in this) and was able to easily treat them respectfully and with different hair, they two main versions could easily move to college/young business women/working women/mothers and not just sex workers. The character also has male skin with nipples and gens that Oso showed on a young boy that looked great.
I'm also not someone who's likely to use characters that look particularly doll-like or young, which was my main motivation behind the creation of my https://www.daz3d.com/head-shapes-for-hanako-9 head shape product as I like to have a diverse character base, but I only really use slighty more mature characters in renders and such. I'm hoping this product expands users options when it comes to using Hanako.
It takes fabric shaders well, I think.
I bought the hair
it's pretty
https://www.daz3d.com/sg-reanimated-monster-hd-for-genesis-9
Frankenstein's monster is nice and it's something new.
I love Death. Such a great character.
Not so new that Universal would let you use it! Why not just re-imagine from the book...
“His yellow skin scarcely covered the work of muscles and arteries beneath; his hair was of a lustrous black, and flowing; his teeth of a pearly whiteness; but these luxuriances only formed a more horrid contrast with his watery eyes, that seemed almost of the same colour as the dun white sockets in which they were set, his shrivelled complexion, and straight black lips
Oookay, great image to head to bed on for sleep. Thanks for the visual. My imagination runs amoke in nightmares.
Your head shapes are the only reason why Hanako 9 (together with the head shapes) is on my wishlist. This accumulation of underage girls in the Genesis 9 base figures makes me feel uneasy.
Thank you, I appreciate it! Hopefully in the future you get the opportunity to pick up the products and test them out. To futher them from being too doll-like I would also recommend 0ing the proportional height as well as the head size. But with those things in mind I found it quite enjoyable creating slightly more mature looking characters that work for the type of art I create.
Why dforce on a "buzz cut" ?
Just wondering
Because the conversion between hair strands and full "dForce hair" adds a lot more than just simulation. It adds a lot more control as far as allowing density/length maps at the surface level, so it's often done even if it's not intended the hair would be simulated.
I ran into these problems when I was trying to make strand hair for the centaurs (I wanted to make something I could use the new OmniHair shader on) - however, without the ability to map the hair generation at the surface level (and with OmniHair not having opacity), I was forced to convert it into geometry (nearly five million polygons!) so I had something where I could use an opacity mapped Uber shader to fit it around clothes.
Here with Lyoness's new Pret a Jolie set:
Gallery Link
I'd be content if all the standard SBH was missing was the dForce (although it would be limiting from a perspective of draping and posing long hair), but when it's also missing a load of the mapping parameters, converting it to full dHair makes a lot of sense. (Certainly more practical than converting it to geometry, but I didn't have a choice about that, Daz don't let us mortals have the dHair tools).
I would argue that the most important thing missing from DS's SBH tool is the ability to import your own curves. There are all kinds of tools in other programs for creating hair, but as I understand it, only a PA would be able to take hair made in another program and convert it to SBH inside DS.
I don't dislike Daz's SBH editor. It's basic, but ultimately I did decide that what I churned out of it was better than the hair I'd previously created in Blender - the problem for me was that with standard SBH I couldn't control where the hair was growing without having to save out a separate version of the hair for every single scene that I did. (You can load in new generation maps into the editor, but they're not saved into the scene, and are lost when you reload, which is a huge hassle if you need to use Render Queue or similar).
As such, I had to go through a really quite tedious process of converting it to a UV mapped geometry, and it's not possible to use the OmniHair shader like I'd originally intended.
But yes, one way or another, the standard SBH is missing a lot of features more than just being able to simulate; can't save generation maps into the scene on a hair level, can't apply override maps at the shader level, can't import it without the special tools. So that's a big part of why you'll see hair that doesn't need simulation that's in the dHair format.
it could have been better than Poser and Carrara dynamic hair we have had for 13 years or more
but DAZ could not let the Plebs use the technology
because nobody buys premade assets,
looks at my extensive dforce cloth hair collection in my library and scratches head
I recently bought a new Dforce strandbased hair with the Omni shader and all and it is very nice
but
it would be nicer if one could actually style it differently in the editor
hell I bought every Carrara hair in the store even though I can and do grow my own,
Surely DAZ marketting must realise fast food and premade meals sell even though we all have kitchen knives and chopping boards
I am quite happy to see, that OOT finally joints the dforce Hair vendors club.
To bad, for G9 only, though.
Yeah, I was wondering if something messed up on import? Because only seeing part of a title of stylized letters tells me NOTHING (visually) about whether I'm interested or not, and no way am I going to click on all that just to see if I might like it. And it just looks... cheap and ill-coded.
The thumbnails were most likely automatically created when importing the product by cropping the central part of main promo image in the desired aspect ratio. Which doesn't work at all for a lot of wolfie's products which don't use the usual Daz promo format for the main promo.
I just got FN Anna HD for Genesis 9 this morning and can't wait to start working on something new.
It seems as nice and as complete as @Destiny's Design and @FC2C two previous shaders products:
https://www.daz3d.com/fc2c-anaglypta-wallpaper-mr-shaders
I don't have the funds nor the needs for it right now but when I have both, I know where to look to get nice looking 3D wallpapers
Those look very good indeed :)