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Personal Project

My contribution for May the 4th, though it's a little late. Sorry.
Her other outfit will be coming soon.

There will also be a G8 version, due to a preexisting commission for her.

Edit:
08 05 2023
G9 V2: Rename hair to fit better with the outfit.

08 05 2023
Added the G8F version.

G9 V3: Forgot to add detail maps to some parts of the outfit.

Files

Comments

Lapinedours

I will wait for the G8 version. I tested a bit the G9 figure and its a pain in the a**, especially if you want to trick the model a bit. I hate it.

Caractacus

Having seen for myself the topology of the base model for her head, a part of me wishes you could work in HD morphs. It requires a bit of looking (or someone who knows where pointing you in the right direction), but there *is* a version of the Multiresolution Morph Support plugin floating around, which can sadly only be used with a very specific version of Daz. But I think that might cause some trouble down the line. Daz is protective enough of that plugin that a newer version hasn't leaked in almost 10 years. Putting out HD morphs without being an "official" Daz PA might just get their attention, and that would probably be very bad.

Shinteo

I have that plugin. It's far more troublesome then it's worth. For one, it disable dforce whenever you switch version. That version also doesn't support head split, which means it's very troublesome when you want to make separate head and body morphs.

ZeNeoX

I still don't understand why Genesis 9 would be so bad? It works differently from Genesis 8 but that's not necessarily bad. Sure, there aren't as many morphs as for G8 yet, but that's only a matter of time. I think you just don't understand how G9 works, otherwise you wouldn't write such things.

Shinteo

Once I got a scribe to transfer G8 poses to G9, I have no problems with it at all.

Lapinedours

So for me there is 2 major issues. One i need a morph to just have a female body figure and it's not that great IMO. Two its to high poly even withe the sudiv at 0. I plan to do animation with the character not just some still images so the polycount count a lot. I tested it by importing it to blender and it was to highpoly,so i need an extra step where i need to decimate it to be able to anitmate it. Now if you have a way to reduce the polycount before exporting the char ill be glad to hear it. Like i say i tested it for many hous tryng to trick it to my liking but there is a lot more work to do to achive good result imo.

ZeNeoX

Maybe Blender is the problem too? I switched to DAZ3D years ago and everything works perfectly.

Shinteo

Blender has plenty of ways to reduce polycount, so no problems there. For me, the increased polycount is a huge plus, due to working with increasingly complex models. In terms of polycount, G8 has the lowest. Even the old V4 has more polys. However, I don't work with animation, so I don't know the requirements for that, and am unable to help in that regard. Sorry about that.

TheFoodMage

She looks very dbz here