Out with the old, In with the new V8

2

Comments

  • IsaacNewtonIsaacNewton Posts: 1,300
    edited June 2017

    Just sharing my perspective....

    With Genesis 8 out of the bag... an update that caught me totally off guard.. Here I thought it had already gotten as good as it was going to get.. silly me.  So now I don't want to spend any money on Genesis 3.. period.  It's obsolete this week and while its true that you can put the old wine skins on the new wine, so far in my testing, the results haven't been very nice.  The skin has been updated which means even if I can transfer the skins, I loose the added value of sub-surface updates that will go into the new characters... so if you want the best of the best, you have to be willing to wait for it and invest in that.


     

    If you really think Gen3 is obsolete, you are way off the mark. G8 has yet to be established and only time will tell how long that will take.

    Thanks for sharing your good opinion.  When I compare the two characters side by side... it's no compitition to me.  According to Arthur C. Clarke any sufficiently advanced technology is indistinguishable from magic.... so far (and DAZ should take this as a compliment) it appears the new characters are magic and the old ones look flat and dull.  The revolution is here, hope you enjoy it.  Happy rendering!

    LOL, yes Clarke is right, however you do have to accept the word "sufficiently" in it's correct context. G8 is not much more advanced than G3. An improvement in some areas, I will grant. Worse in others such as base resolution. Hardly bedazzeling technology that looks like magic. :)

    Less than 400 polys. And it's how the content artists (PAs) can manipulate the polys, with or without access to advanced tools that we can't use, that determines what a given character looks like, not the number of polygons they have available to work with.

    "it's how the content artists (PAs) can manipulate the polys... not the number of polygons they have available to work with."

    So daywalker, you seem to be suggesting that some people can make wonderful, realistic characters with a 20 poly figure. Have you got any examples? Now that would be magic!

    No examples, but that wasn't the point I was trying to make. You're getting caught up in the perception that there aren't enough polygons to work with in the base mesh when you're actually impacting a lot more than the four you see when moving vertices around on a low poly mesh. PAs have reached the point that they understand that each moved vertex is affecting at minimum 16 polygons at the first level of subdivison, depending on the settings of your move tool, for example.

    I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    Post edited by IsaacNewton on
  • SnowPheonixSnowPheonix Posts: 896

    I haven't tried V8, I have tried G8. I only bought G3 stuff two months ago, because I only find it useful to use a figure with lots of options. Maybe in 2 years just before G9 comes out I'll buy V8. :)

    But I'm also evaluating things and finding that I'm not all that hot on G3, and that, functionally, Genesis/Genesis 2 is fine for most purposes and everything else I said.

    As for 'honest assessment,' my goal is making artwork. Accurately replicating every aspect of the human body is a subset of that goal. Also, again, we're right in the start of the product cycle, so there's a LOT of content that just doesn't exist for G8.

    Aging morphs are, IMO, vital to make characters look more real. Vascularity, musculature... at least given texture compatibility and SB3, the texture issue is mostly handled. Ethnic variation (the grab bag morphs probably do a fair amount of this, so there's that). And so on.

     

    But I don't like the whole 'bend/twist' bone structure of G3/G8, and so far none of the V8 stuff has struck me as noticeably better than G3 (or G2)

     

     

    I agree with you and I understand what you are saying now... It sure is an expensive art we have taken up.   On the plus side the fact that G8 comes 'out of the box' ready to support the older characters has made it so that my investment in clothing isn't going to go to waste.. Hair still conforms just beautifully too.

    What I can't use are the poses... even my Genesis 3 pose collection is made obsolete.. :(  Oh well.. thats the price we pay to stay update. 

    On my wish list is some "Second skins"... I like putting on that skin tight outfit on my characters but the ones in my currently library are all 3delight materials.. So, I'd like to see some Iray "second skins" and more HDRI's... can always use more. 

    Good talking to you as always...   Happy rendering.

  • Male-M3diaMale-M3dia Posts: 3,581
    edited June 2017

    Just sharing my perspective....

    With Genesis 8 out of the bag... an update that caught me totally off guard.. Here I thought it had already gotten as good as it was going to get.. silly me.  So now I don't want to spend any money on Genesis 3.. period.  It's obsolete this week and while its true that you can put the old wine skins on the new wine, so far in my testing, the results haven't been very nice.  The skin has been updated which means even if I can transfer the skins, I loose the added value of sub-surface updates that will go into the new characters... so if you want the best of the best, you have to be willing to wait for it and invest in that.


     

    If you really think Gen3 is obsolete, you are way off the mark. G8 has yet to be established and only time will tell how long that will take.

    Thanks for sharing your good opinion.  When I compare the two characters side by side... it's no compitition to me.  According to Arthur C. Clarke any sufficiently advanced technology is indistinguishable from magic.... so far (and DAZ should take this as a compliment) it appears the new characters are magic and the old ones look flat and dull.  The revolution is here, hope you enjoy it.  Happy rendering!

    LOL, yes Clarke is right, however you do have to accept the word "sufficiently" in it's correct context. G8 is not much more advanced than G3. An improvement in some areas, I will grant. Worse in others such as base resolution. Hardly bedazzeling technology that looks like magic. :)

    Less than 400 polys. And it's how the content artists (PAs) can manipulate the polys, with or without access to advanced tools that we can't use, that determines what a given character looks like, not the number of polygons they have available to work with.

    "it's how the content artists (PAs) can manipulate the polys... not the number of polygons they have available to work with."

    So daywalker, you seem to be suggesting that some people can make wonderful, realistic characters with a 20 poly figure. Have you got any examples? Now that would be magic!

    No examples, but that wasn't the point I was trying to make. You're getting caught up in the perception that there aren't enough polygons to work with in the base mesh when you're actually impacting a lot more than the four you see when moving vertices around on a low poly mesh. PAs have reached the point that they understand that each moved vertex is affecting at minimum 16 polygons at the first level of subdivison, depending on the settings of your move tool, for example.

    I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    Actually you are caught in the perception because you are incorrectly starting with high poly sculpting then trying to go back to a low poly version rather than starting with the proper low poly mesh and subdividing for details. Yes there is a difference in how DS and zbrush does subdivision (as well as the real difference in sculpting in low poly and subdividing that versus starting at high poly and reverting to low in terms of delta positions), so genesis needs to know what the real difference in the morphs are via delta positions.. and how would you do that? By giiving DS a low poly sculpt first based on the actual exported low poly genesis and working from there. That's what we're trying to impress upon you to learn actual low poly sculpting because starting high does not work.

    Post edited by Male-M3dia on
  • EcVh0EcVh0 Posts: 535
    edited June 2017

     

    For me, it's always been about the skin of the character and the key advancement that I love about G8 is just that...  Now every picture I've made with V8 has an added sense of realism and I recognize brilliant work when I see it.  My character have only been as good as the tools that I use to produce them and its ironic that the last improvement DAZ talks about is the most important to me.. "Skin Material Advancements"... those advancement made the G3 obsolete in my good opinion... It's no good putting old wine into new wine skins... you don't get to take advantage of the new tech ... yet.  Maybe somebody will create a default sub surface ... who knows.

    Mate, gotta correct you here, G/V8 isn't "the" technological advancement on skins you keep emphasizing here, G8 is the "application" of the new technological advancement which can also be applied, with modification, onto any of the character from G3 to G1 to V4s

    The thing you should be praising, is in fact DAZ4.9.11 and the new Iray engine that makes everything possible, the rest is just design and apply these technological advancement at the right place which is the new released figures.

    So instead of saying "oh my god V8 is so amazing!", you should go "oh my god this new iray and DAZ studio is so amazing!"

    Post edited by EcVh0 on
  • SnowPheonixSnowPheonix Posts: 896
    EcVh0 said:

     

    For me, it's always been about the skin of the character and the key advancement that I love about G8 is just that...  Now every picture I've made with V8 has an added sense of realism and I recognize brilliant work when I see it.  My character have only been as good as the tools that I use to produce them and its ironic that the last improvement DAZ talks about is the most important to me.. "Skin Material Advancements"... those advancement made the G3 obsolete in my good opinion... It's no good putting old wine into new wine skins... you don't get to take advantage of the new tech ... yet.  Maybe somebody will create a default sub surface ... who knows.

    Mate, gotta correct you here, G/V8 isn't "the" technological advancement on skins you keep emphasizing here, G8 is the "application" of the new technological advancement which can also be applied, with modification, onto any of the character from G3 to G1 to V4s

    The thing you should be praising, is in fact DAZ4.9.11 and the new Iray engine that makes everything possible, the rest is just design and apply these technological advancement at the right place which is the new released figures.

    So instead of saying "oh my god V8 is so amazing!", you should go "oh my god this new iray and DAZ studio is so amazing!"

    If that were true then my Genesis 3 characters should look just as good as the V8 character if not much better since they are a more established product line...The differences are night and day and with Gesesis 8 looking just beautiful and Gen 3 flat and scratching my head wondering what I was thinking ... as others keep forgetting, to me the real engine of genius behind Genesis 8 are the added articulation points.  If I'm going to credit the software I have to admit I do love that new :"PowerPose"...

    Anyways... Happy Rendering!

  • SnowPheonixSnowPheonix Posts: 896
     

    I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    Actually you are caught in the perception because you are incorrectly starting with high poly sculpting then trying to go back to a low poly version rather than starting with the proper low poly mesh and subdividing for details. Yes there is a difference in how DS and zbrush does subdivision (as well as the real difference in sculpting in low poly and subdividing that versus starting at high poly and reverting to low in terms of delta positions), so genesis needs to know what the real difference in the morphs are via delta positions.. and how would you do that? By giiving DS a low poly sculpt first based on the actual exported low poly genesis and working from there. That's what we're trying to impress upon you to learn actual low poly sculpting because starting high does not work.

    We disagree on just about everything but your still the master at creating characters.. Look forward to seeing what you do next with Genesis 8.. stay brilliant!  #BigFan

  • jestmartjestmart Posts: 4,449

    You really are not getting what EcVh0 and others have been trying to tell you.  The real advancement is the changes to the IrayUber shader and Iray render engine.  Genesis 8's and Victoria 8's texture sets are just taking advantage of those changes, you can apply them yourself to earlier figures and get the same amazing results.  And it does take hours of work to learn to light your scenes properly.

  • SnowPheonixSnowPheonix Posts: 896
    jestmart said:

    You really are not getting what EcVh0 and others have been trying to tell you.  The real advancement is the changes to the IrayUber shader and Iray render engine.  Genesis 8's and Victoria 8's texture sets are just taking advantage of those changes, you can apply them yourself to earlier figures and get the same amazing results.  And it does take hours of work to learn to light your scenes properly.

    No doubt 'it does take hours' ... Never been disputed for a moment... Since this is product suggestions, I always suggested that it shouldn't and that the smart program creator makes certain that enough packages fall into place to make it so that nobody has to spend hours doing anything.. we can simply make the engines smarter and everything adapting to plug and play enviroments.  It should be so simple my drooling idiot of a cousin in law should be able to pick up a copy, follow a few easy steps and crank out something briliantly well composed because we design consumer products in that way...  I believe in making software accessable to everybody which in turn creates bigger markets for all of our products.   To me.. it's just good business sense and the only limitations that we have are the ones we self impose.  Peace

     

  • nonesuch00nonesuch00 Posts: 18,120

    Yes, DAZ models can be expensive but I've a house fulls of oils, pastels, acrylics, carving wood, carving knives, canvases, and even one of those hobby niches would still be as expensive as a moderate size collection of DAZ products so not a bargain although if you really wanted to and were disciplined it could be by joining the platinum club plus and sticking to those products -  well, if you excluded computer costs as something you'd of incurred anyway.

  • SnowPheonixSnowPheonix Posts: 896

    Yes, DAZ models can be expensive but I've a house fulls of oils, pastels, acrylics, carving wood, carving knives, canvases, and even one of those hobby niches would still be as expensive as a moderate size collection of DAZ products so not a bargain although if you really wanted to and were disciplined it could be by joining the platinum club plus and sticking to those products -  well, if you excluded computer costs as something you'd of incurred anyway.

    Let's be fair ... it's an expensive industry.  Virtual shirts for characters actually cost more than real shirts made in 3rd world countries.  When compairing DAZ products to the rest of the industry, we have to admit that they are innovative and dong an excellent job of keeping the prices at 'below market rates'.  I could go to other pages and find 3d models that are 10 times more expensive but in the end... DAZ's victories have been my own personal victories because thier innovations have become mine.. as it is reflected in my own art work having more  percieved value... After all, my art is only as good as the tools I can afford to use.  Eventually, Gen 8 will be the default character that DAZ is giving away for free to get people started but for now... I say save your pennies and get invested... thanks for the ride along. 

    It's great talking to you guys.  What's on your wishlist?

  • Oso3DOso3D Posts: 15,009
    edited June 2017
    After all, my art is only as good as the tools I can afford to use.

    (spittake)

     

    Post edited by Oso3D on
  • jestmartjestmart Posts: 4,449

    Genesis 8 Female Starter Essentials are already free.  I suggest you check out Draw With Jazza (cheap art supply challenges) to see a great artist can make great art without expensive tools.

    https://www.youtube.com/user/DrawWithJazza

  • RKane_1RKane_1 Posts: 3,037
    edited June 2017

    SnowPheonix: After all, my art is only as good as the tools I can afford to use.

     

    timmins.william: spittake)

     

    Dude... you got that on my shoes.

    On that thought, it's a good thing DaVinci had that awesome quad core system and top of the line 3D package back in the day he did the Sistine Chapel. Getting an internet connection back in that day must have been a bear.

    Post edited by RKane_1 on
  • IsaacNewtonIsaacNewton Posts: 1,300

    Just sharing my perspective....

    With Genesis 8 out of the bag... an update that caught me totally off guard.. Here I thought it had already gotten as good as it was going to get.. silly me.  So now I don't want to spend any money on Genesis 3.. period.  It's obsolete this week and while its true that you can put the old wine skins on the new wine, so far in my testing, the results haven't been very nice.  The skin has been updated which means even if I can transfer the skins, I loose the added value of sub-surface updates that will go into the new characters... so if you want the best of the best, you have to be willing to wait for it and invest in that.


     

    If you really think Gen3 is obsolete, you are way off the mark. G8 has yet to be established and only time will tell how long that will take.

    Thanks for sharing your good opinion.  When I compare the two characters side by side... it's no compitition to me.  According to Arthur C. Clarke any sufficiently advanced technology is indistinguishable from magic.... so far (and DAZ should take this as a compliment) it appears the new characters are magic and the old ones look flat and dull.  The revolution is here, hope you enjoy it.  Happy rendering!

    LOL, yes Clarke is right, however you do have to accept the word "sufficiently" in it's correct context. G8 is not much more advanced than G3. An improvement in some areas, I will grant. Worse in others such as base resolution. Hardly bedazzeling technology that looks like magic. :)

    Less than 400 polys. And it's how the content artists (PAs) can manipulate the polys, with or without access to advanced tools that we can't use, that determines what a given character looks like, not the number of polygons they have available to work with.

    "it's how the content artists (PAs) can manipulate the polys... not the number of polygons they have available to work with."

    So daywalker, you seem to be suggesting that some people can make wonderful, realistic characters with a 20 poly figure. Have you got any examples? Now that would be magic!

    No examples, but that wasn't the point I was trying to make. You're getting caught up in the perception that there aren't enough polygons to work with in the base mesh when you're actually impacting a lot more than the four you see when moving vertices around on a low poly mesh. PAs have reached the point that they understand that each moved vertex is affecting at minimum 16 polygons at the first level of subdivison, depending on the settings of your move tool, for example.

    I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    Actually you are caught in the perception because you are incorrectly starting with high poly sculpting then trying to go back to a low poly version rather than starting with the proper low poly mesh and subdividing for details. Yes there is a difference in how DS and zbrush does subdivision (as well as the real difference in sculpting in low poly and subdividing that versus starting at high poly and reverting to low in terms of delta positions), so genesis needs to know what the real difference in the morphs are via delta positions.. and how would you do that? By giiving DS a low poly sculpt first based on the actual exported low poly genesis and working from there. That's what we're trying to impress upon you to learn actual low poly sculpting because starting high does not work.

    Ah, Male-M3dia, wrong again. I have no intention of morphing in high rez in order to go back to low rez. You have misunderstood the need for the resolution swapping. Perhaps that's because you don't have to deal with it, I don't know. Anyway, as usual, we can agree to disagree.

     

  • Male-M3diaMale-M3dia Posts: 3,581
    edited June 2017

    Just sharing my perspective....

    With Genesis 8 out of the bag... an update that caught me totally off guard.. Here I thought it had already gotten as good as it was going to get.. silly me.  So now I don't want to spend any money on Genesis 3.. period.  It's obsolete this week and while its true that you can put the old wine skins on the new wine, so far in my testing, the results haven't been very nice.  The skin has been updated which means even if I can transfer the skins, I loose the added value of sub-surface updates that will go into the new characters... so if you want the best of the best, you have to be willing to wait for it and invest in that.


     

    If you really think Gen3 is obsolete, you are way off the mark. G8 has yet to be established and only time will tell how long that will take.

    Thanks for sharing your good opinion.  When I compare the two characters side by side... it's no compitition to me.  According to Arthur C. Clarke any sufficiently advanced technology is indistinguishable from magic.... so far (and DAZ should take this as a compliment) it appears the new characters are magic and the old ones look flat and dull.  The revolution is here, hope you enjoy it.  Happy rendering!

    LOL, yes Clarke is right, however you do have to accept the word "sufficiently" in it's correct context. G8 is not much more advanced than G3. An improvement in some areas, I will grant. Worse in others such as base resolution. Hardly bedazzeling technology that looks like magic. :)

    Less than 400 polys. And it's how the content artists (PAs) can manipulate the polys, with or without access to advanced tools that we can't use, that determines what a given character looks like, not the number of polygons they have available to work with.

    "it's how the content artists (PAs) can manipulate the polys... not the number of polygons they have available to work with."

    So daywalker, you seem to be suggesting that some people can make wonderful, realistic characters with a 20 poly figure. Have you got any examples? Now that would be magic!

    No examples, but that wasn't the point I was trying to make. You're getting caught up in the perception that there aren't enough polygons to work with in the base mesh when you're actually impacting a lot more than the four you see when moving vertices around on a low poly mesh. PAs have reached the point that they understand that each moved vertex is affecting at minimum 16 polygons at the first level of subdivison, depending on the settings of your move tool, for example.

    I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    Actually you are caught in the perception because you are incorrectly starting with high poly sculpting then trying to go back to a low poly version rather than starting with the proper low poly mesh and subdividing for details. Yes there is a difference in how DS and zbrush does subdivision (as well as the real difference in sculpting in low poly and subdividing that versus starting at high poly and reverting to low in terms of delta positions), so genesis needs to know what the real difference in the morphs are via delta positions.. and how would you do that? By giiving DS a low poly sculpt first based on the actual exported low poly genesis and working from there. That's what we're trying to impress upon you to learn actual low poly sculpting because starting high does not work.

    Ah, Male-M3dia, wrong again. I have no intention of morphing in high rez in order to go back to low rez. You have misunderstood the need for the resolution swapping. Perhaps that's because you don't have to deal with it, I don't know. Anyway, as usual, we can agree to disagree.

     

    No i understand perfectly. That method, including resolution swapping does not work when importing your morph as it changes the vertex positions of **everything** not just the area you morph. Start with low poly and stay there unless you want to correct the whole morph before importing. Also that method may distort parts of the mesh when importing, like toe- and fingernails, and possibly eyes. Avoid subdividing or working with a subdivided figure when making your base morph. 

    Post edited by Male-M3dia on
  • mikymikymikymiky Posts: 0

    Is Victoria 8 a G3F Character?

  • ChoholeChohole Posts: 33,604
    mikymiky said:

    Is Victoria 8 a G3F Character?

    No a Genesis 8 character

  • Oso3DOso3D Posts: 15,009

    Isaac: I find after a certain amount of agreeing to disagree, it's easier to use Block

  • Male-M3diaMale-M3dia Posts: 3,581

    Isaac: I find after a certain amount of agreeing to disagree, it's easier to use Block

    You could, but if someone is trying to explain to you how something actually works so that you're not wasting your time, block will only let you continue to do things wrong. The forums are a place for sharing tips, if you don't feel you want to get information from those that actually know what you need to get your work done, then by all means go ahead.

  • I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    So, you want something that you think will allow you to import high subdivision meshes, even though you've been told repeatedly that that's not how the tool works, or you want a way to work directly on the high subdivision mesh within DAZ Studio, even though none of the PAs at any store provide morphs made that way? Okay...

  • Male-M3diaMale-M3dia Posts: 3,581
    edited June 2017

    I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    So, you want something that you think will allow you to import high subdivision meshes, even though you've been told repeatedly that that's not how the tool works, or you want a way to work directly on the high subdivision mesh within DAZ Studio, even though none of the PAs at any store provide morphs made that way? Okay...

    Everything in genesis is driven from the low poly mesh, so DAZ3D wouldn't be able to make brushes to sculpt meshes because the HD doesn't exist like that.. it's just details on top of the real mesh (which is only 17K polys), which why learning to sculpt on the low poly mesh is so important. No PAs or DAZ3D creates their figures or morphs from a high poly mesh; we start with the low then add details to that after subdividing the base... so some are asking for something that doesn't exist.

    Post edited by Male-M3dia on
  • I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.

    So, you want something that you think will allow you to import high subdivision meshes, even though you've been told repeatedly that that's not how the tool works, or you want a way to work directly on the high subdivision mesh within DAZ Studio, even though none of the PAs at any store provide morphs made that way? Okay...

    Everything in genesis is driven from the low poly mesh, so DAZ3D wouldn't be able to make brushes to sculpt meshes because the HD doesn't exist like that.. it's just details on top of the real mesh (which is only 17K polys), which why learning to sculpt on the low poly mesh is so important. No PAs or DAZ3D creates their figures or morphs from a high poly mesh; we start with the low then add details to that after subdividing the base... so some are asking for something that doesn't exist.

    Yep, I know. And so does the lady in the attached image.

    Smile.png
    1000 x 1300 - 1M
  • SnowPheonixSnowPheonix Posts: 896
    edited June 2017
    RKane_1 said:

    SnowPheonix: After all, my art is only as good as the tools I can afford to use.

     

    timmins.william: spittake)

     

    Dude... you got that on my shoes.

    On that thought, it's a good thing DaVinci had that awesome quad core system and top of the line 3D package back in the day he did the Sistine Chapel. Getting an internet connection back in that day must have been a bear.

    I think I'll just let the results speak for themselves but I have to tell you that Genesis 8 is waiting for you... Hopefully nobody around here thinks they are Davinci.. but the Sistine Chapel didn't look like this.. LOL

    Post edited by Chohole on
  • Oso3DOso3D Posts: 15,009

    Good point, the results do indeed.

  • IsaacNewtonIsaacNewton Posts: 1,300
    edited July 2017

    Isaac: I find after a certain amount of agreeing to disagree, it's easier to use Block

    Good point timmins :)

    It is sad to see that certain people are so convinced that they have the only correct way of doing something, the One Truth, but what is worse is that they insist everyone else follows their methods. Such intolerance has led to wars and sadly still does today. It is also sad that some try to ridicule those who don't adhere to their method of doing things.

    I fully agree with SnowPheonix's quote "Conformity is the jailer of freedom, and the enemy of growth." - JFK

    Post edited by IsaacNewton on
  • Male-M3diaMale-M3dia Posts: 3,581
    edited July 2017

    But as far as development with genesis is concerned there is only low poly sculpting. That is the only way, nothing else exists. Going the other way will not work. That is what DAZ3D and the PAs do for development and nothing else can be accepted because it will cause mesh issues and qa will quickly pick up the mistakes and fail a product.

     

    Good luck if you try any other way.

    Post edited by Male-M3dia on
  • Isaac: I find after a certain amount of agreeing to disagree, it's easier to use Block

    Good point timmins :)

    It is sad to see that certain people are so convinced that they have the only correct way of doing something, the One Truth, but what is worse is that they insist everyone else follows their methods. Such intolerance has led to wars and sadly still does today. It is also sad that some try to ridicule those who don't adhere to their method of doing things.

    I fully agree with SnowPheonix's quote "Conformity is the jailer of freedom, and the enemy of growth." - JFK

    And yet you keep asking DAZ to follow the example of Poser and provide tools inside the application to allow manipulation of the mesh. Isn't that an example of conformity in and of itself?

  • IsaacNewtonIsaacNewton Posts: 1,300

    But as far as development with genesis is concerned there is only low poly sculpting. That is the only way, nothing else exists. Going the other way will not work. That is what DAZ3D and the PAs do for development and nothing else can be accepted because it will cause mesh issues and qa will quickly pick up the mistakes and fail a product.

     

    Good luck if you try any other way.

    Thanks... I knew you had a heart ;)

     

    Isaac: I find after a certain amount of agreeing to disagree, it's easier to use Block

    Good point timmins :)

    It is sad to see that certain people are so convinced that they have the only correct way of doing something, the One Truth, but what is worse is that they insist everyone else follows their methods. Such intolerance has led to wars and sadly still does today. It is also sad that some try to ridicule those who don't adhere to their method of doing things.

    I fully agree with SnowPheonix's quote "Conformity is the jailer of freedom, and the enemy of growth." - JFK

    And yet you keep asking DAZ to follow the example of Poser and provide tools inside the application to allow manipulation of the mesh. Isn't that an example of conformity in and of itself?

    No, but this isn't the place to discuss that.

  • retiretomauiretiretomaui Posts: 387

    A skilled artist can make V4 renders that blow away V8 renders from even somewhat less skilled artists.

     

    Yes, this is something I experience each and everyday I look at the various galleries and see what others have done, with envy. I'm staying with Genesis 2 and 3 for the time being, and learning to really use the software and lighting. I hope we will continue to see Genesis 3 content released for some time to come.

  • EcVh0EcVh0 Posts: 535
    RKane_1 said:

    SnowPheonix: After all, my art is only as good as the tools I can afford to use.

     

    timmins.william: spittake)

     

    Dude... you got that on my shoes.

    On that thought, it's a good thing DaVinci had that awesome quad core system and top of the line 3D package back in the day he did the Sistine Chapel. Getting an internet connection back in that day must have been a bear.

    I think I'll just let the results speak for themselves but I have to tell you that Genesis 8 is waiting for you... Hopefully nobody around here thinks they are Davinci.. but the Sistine Chapel didn't look like this.. LOL

    Sorry, is this Iray?

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