High Fidelity Detail Morphs?

I make characters for offline renders. I've got a bunch of very good body and head morphs from Zev0 and others as well as Zev0's vascularity morphs and some muscle morphs. What I'm missing though are I guess you could call them bone morphs? Like collar bone, small protrusions like wrist bones and ribs. Some general detailed morphs, too. I've attached a reference that has some of the details I require, particularly around the neck and torso. I saw a similar discussion where Richard said morphs like these are only for PAs? I really hope that's not the case

Comments

  • Also hope the reference isn't too explicit 

  • crosswindcrosswind Posts: 6,838

    No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.

    But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....

    SNAG-2023-9-29-0052.png
    2016 x 1399 - 440K
    SNAG-2023-9-29-0053.png
    2024 x 1397 - 445K
  • PAWN_EDMPAWN_EDM Posts: 55
    edited September 2023

    crosswind said:

    No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.

    But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....

    I was afraid of that... I'm not the best at sculpting. I guess this is another reason why I should get better. Are you aware of any published products labelled as "merchant resources" that include these sort of morphs?

    Post edited by PAWN_EDM on
  • MasterstrokeMasterstroke Posts: 1,968
    edited September 2023

    Deep12000 said:

    I make characters for offline renders. I've got a bunch of very good body and head morphs from Zev0 and others as well as Zev0's vascularity morphs and some muscle morphs. What I'm missing though are I guess you could call them bone morphs? Like collar bone, small protrusions like wrist bones and ribs. Some general detailed morphs, too. I've attached a reference that has some of the details I require, particularly around the neck and torso. I saw a similar discussion where Richard said morphs like these are only for PAs? I really hope that's not the case

    That is BTW a hell of a great render. 
    EDIT:
    Oh, gone
    Well, that was expected.

    Post edited by Masterstroke on
  • Acceptable Ways of Handling Nudity

    I am not aware of any Merchant Resource packs with HD details - but do you need an MR? If you are just rendering then the standard license is all you need.

  • Richard Haseltine said:

    Acceptable Ways of Handling Nudity

    I am not aware of any Merchant Resource packs with HD details - but do you need an MR? If you are just rendering then the standard license is all you need.

    Then I guess I don't know what a merchant resource is. I've just seen products such as Zev0's Skin Builder, Shapw Shift and Dial Fusion been marketed as merchant resource. What I meant was is there any product like Shape Shift that has individual Hi-Fi morphs?

  • Masterstroke said:

    Deep12000 said:

    I make characters for offline renders. I've got a bunch of very good body and head morphs from Zev0 and others as well as Zev0's vascularity morphs and some muscle morphs. What I'm missing though are I guess you could call them bone morphs? Like collar bone, small protrusions like wrist bones and ribs. Some general detailed morphs, too. I've attached a reference that has some of the details I require, particularly around the neck and torso. I saw a similar discussion where Richard said morphs like these are only for PAs? I really hope that's not the case

    That is BTW a hell of a great render. 
    EDIT:
    Oh, gone
    Well, that was expected.

    It was actually an AI generated image I saw on Deviantart. My babies are growing up lol

  • crosswindcrosswind Posts: 6,838
    edited September 2023

    Deep12000 said:

    crosswind said:

    No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.

    But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....

    I was afraid of that... I'm not the best at sculpting. I guess this is another reason why I should get better. Are you aware of any published products labelled as "merchant resources" that include these sort of morphs?

    AFAIK, nope... I haven't seen any other 'big morph package' products (more than 200 partial body morphs) in which there're similar HD morphs you mentioned, and is marked as 'merchant resources' at the same time, except for some products from Zev0 and bitwelder.

    BTW, in general, 'merchant resource' means that you can use the product to create your own resources (shapes, morphs, textures, etc.) for commercial purpose. If you only use products for buiding your scenes and rendering, you don't need any merchant resources, as Richard mentioned.

    Post edited by crosswind on
  • crosswind said:

    Deep12000 said:

    crosswind said:

    No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.

    But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....

    I was afraid of that... I'm not the best at sculpting. I guess this is another reason why I should get better. Are you aware of any published products labelled as "merchant resources" that include these sort of morphs?

    AFAIK, nope... I haven't seen any other 'big morph package' products (more than 200 partial body morphs) in which there're similar HD morphs you mentioned, and is marked as 'merchant resources' at the same time, except for some products from Zev0 and bitwelder.

    BTW, in general, 'merchant resource' means that you can use the product to create your own resources (shapes, morphs, textures, etc.) for commercial purpose. If you only use products for buiding your scenes and rendering, you don't need any merchant resources, as Richard mentioned.

    That is, for creating new productas that will be sold = or more rarely given away - as content. If you are selling only the final image then the basic license will cover you, with a few specific exceptions (the old Anne Marie Goddard Digitial Clone for Victoria 3, for example).

  • crosswindcrosswind Posts: 6,838

    Richard Haseltine said:

    crosswind said:

    Deep12000 said:

    crosswind said:

    No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.

    But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....

    I was afraid of that... I'm not the best at sculpting. I guess this is another reason why I should get better. Are you aware of any published products labelled as "merchant resources" that include these sort of morphs?

    AFAIK, nope... I haven't seen any other 'big morph package' products (more than 200 partial body morphs) in which there're similar HD morphs you mentioned, and is marked as 'merchant resources' at the same time, except for some products from Zev0 and bitwelder.

    BTW, in general, 'merchant resource' means that you can use the product to create your own resources (shapes, morphs, textures, etc.) for commercial purpose. If you only use products for buiding your scenes and rendering, you don't need any merchant resources, as Richard mentioned.

    That is, for creating new productas that will be sold = or more rarely given away - as content. If you are selling only the final image then the basic license will cover you, with a few specific exceptions (the old Anne Marie Goddard Digitial Clone for Victoria 3, for example).

    Right ~~ Fortunately what were before V4 are not in 'my world' yes

  • crosswind said:

    Richard Haseltine said:

    crosswind said:

    Deep12000 said:

    crosswind said:

    No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.

    But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....

    I was afraid of that... I'm not the best at sculpting. I guess this is another reason why I should get better. Are you aware of any published products labelled as "merchant resources" that include these sort of morphs?

    AFAIK, nope... I haven't seen any other 'big morph package' products (more than 200 partial body morphs) in which there're similar HD morphs you mentioned, and is marked as 'merchant resources' at the same time, except for some products from Zev0 and bitwelder.

    BTW, in general, 'merchant resource' means that you can use the product to create your own resources (shapes, morphs, textures, etc.) for commercial purpose. If you only use products for buiding your scenes and rendering, you don't need any merchant resources, as Richard mentioned.

    That is, for creating new productas that will be sold = or more rarely given away - as content. If you are selling only the final image then the basic license will cover you, with a few specific exceptions (the old Anne Marie Goddard Digitial Clone for Victoria 3, for example).

    Right ~~ Fortunately what were before V4 are not in 'my world' yes

    I only work with G8

  • I am super unhappy with that rule, that those HD tools are vendors only.
    I am o.k. with paying for it, while vendors get them for free, but being completly excluded from that feature is highly unsatisfying.

  • I would like to clarify that I'm not looking as much for detail as I am fidelity. Ever since I started using DAZ I've strived for realism. It has been demonstrated by crosswind that these Hi-Fi morphs can be created using the base resolution so I don't see why I would need to increase the poly count. My only roadblock now is lacking sculpting skill and no existing products that contain these Hi-Fi morphs. I guess an option I could use is using a character's pre made HD morphs but there isn't as much customization in that

  • crosswindcrosswind Posts: 6,838

    Deep12000 said:

    I would like to clarify that I'm not looking as much for detail as I am fidelity. Ever since I started using DAZ I've strived for realism. It has been demonstrated by crosswind that these Hi-Fi morphs can be created using the base resolution so I don't see why I would need to increase the poly count. My only roadblock now is lacking sculpting skill and no existing products that contain these Hi-Fi morphs. I guess an option I could use is using a character's pre made HD morphs but there isn't as much customization in that

    That's right ~~ IMHO, you don't have to customize your figures with HD morph, which is never a must-to-have for a good render. But sculpting skill is worth learning, no matter you use it to build / shape a figure or fixing things.

Sign In or Register to comment.