Genesis 9.1

Goodness, and here I am again at a crossroads. I want to get better quality characters and renders. I am a DAZman, that is to make renderings outside of daz for me wild. But I want to increase the level of quality. Our with you Genesis 9 was quite not bad model, but unfortunately not without flaws. I've been looking at it for a long time, thinking about how to improve it, slowly doing things for it, just for myself. But I think it is necessary to remake it at all.
1. The grid. It should be redone somewhere to remove unnecessary transitions and make more detail. I will leave the hands and feet in the base resolution, but the whole body and face will increase in 2 times. It will turn out instead of 25000 polygons, which he has in the stock, about 70,000. What is this for? First of all, to correct some where treacherous sticking out these very transitions of geometry. Well and more detailed mesh will give more room for morphing, creating collisions from touching and indentations from clothing on the body.
2. Separate from the base. I want to make genesis 9.1 a separate independent figure, which in its default form will be in the same size as the base, that is, all the clothes can be easily changed to it from the base. The idea of a universal figure I like very much, the code on one model can be made and a man and a woman, it seems convenient to me. I do not want to make separate floors
3. Correctors (Jsm). In the base I want to leave everything as it is on the original. All folds will repeat the original, again for dressing clothes and general compatibility. But I want to try to make their own morph correctors on leg bends in the knees and hips, I do not know how it will turn out but I will try. The main thing to make them will need to be included at will, as for example https://www.daz3d.com/natural-movements-pack-for-genesis-9.
4. Geograft. All that is now on genesis 9 goes to the furnace, but I personally do not use it. Any genitalia, nipples, navels that are now there all will not fit. I want to make my genitalia, or rather remake, I already have custom genitalia, which I use for G9, just need to pull them on a new grid. Make a set of nipples. The navel will be on the base figure, why it was removed in the new genesis is a mystery to me. But nipples separately for each gender is convenient and quite right as I think.
5. Textures, morphs and characters. With textures all simple they will remain the same, any mats from other characters will be applied to the new figure. With morphs of third-party characters is more complicated, for their transfer will have to work a little harder. But for those who know a little more about DAZ than the average user, it won't be a problem
I don't know if I will sell it, time will tell. Right now I just want to make it for myself. If you have any suggestions and wishes I would love to hear your ideas.
Call for my English, it's not my native language.
Translated with DeepL.com (free version)
1. The grid. It should be redone somewhere to remove unnecessary transitions and make more detail. I will leave the hands and feet in the base resolution, but the whole body and face will increase in 2 times. It will turn out instead of 25000 polygons, which he has in the stock, about 70,000. What is this for? First of all, to correct some where treacherous sticking out these very transitions of geometry. Well and more detailed mesh will give more room for morphing, creating collisions from touching and indentations from clothing on the body.
2. Separate from the base. I want to make genesis 9.1 a separate independent figure, which in its default form will be in the same size as the base, that is, all the clothes can be easily changed to it from the base. The idea of a universal figure I like very much, the code on one model can be made and a man and a woman, it seems convenient to me. I do not want to make separate floors
3. Correctors (Jsm). In the base I want to leave everything as it is on the original. All folds will repeat the original, again for dressing clothes and general compatibility. But I want to try to make their own morph correctors on leg bends in the knees and hips, I do not know how it will turn out but I will try. The main thing to make them will need to be included at will, as for example https://www.daz3d.com/natural-movements-pack-for-genesis-9.
4. Geograft. All that is now on genesis 9 goes to the furnace, but I personally do not use it. Any genitalia, nipples, navels that are now there all will not fit. I want to make my genitalia, or rather remake, I already have custom genitalia, which I use for G9, just need to pull them on a new grid. Make a set of nipples. The navel will be on the base figure, why it was removed in the new genesis is a mystery to me. But nipples separately for each gender is convenient and quite right as I think.
5. Textures, morphs and characters. With textures all simple they will remain the same, any mats from other characters will be applied to the new figure. With morphs of third-party characters is more complicated, for their transfer will have to work a little harder. But for those who know a little more about DAZ than the average user, it won't be a problem
I don't know if I will sell it, time will tell. Right now I just want to make it for myself. If you have any suggestions and wishes I would love to hear your ideas.
Call for my English, it's not my native language.
Translated with DeepL.com (free version)
! REPORT
The first thing I do is just collect on a basic grid all my upgrades, belly, knees, belly button:

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Next I just subdivide the geometry all over the body, excluding the hands from the feet, now we just need to make a new transition on the mesh:


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All with the grid is finished, 69418 polygons came out:

Now we need to test the overall performance, subdivision, collision and so on. It's not too many polygons and the comp won't start to choke

Now we need to test the overall performance, subdivision, collision and so on. It's not too many polygons and the comp won't start to choke
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A test of one of the main chips of this case:

You can't make dents like this on the base mesh

You can't make dents like this on the base mesh
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guy91600
Karma: 11,849
Sun, Sep 29, 2024Honestly at the beginning I did not really see the interest of this work. Saying that I confess my ignorance in this field
Seeing this rendering I understand and admire since the result is really closer to reality

Seeing this rendering I understand and admire since the result is really closer to reality
I would buy the shit out of this if you made a product out of your work, as that's incredibly cool!
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" I want to make genesis 9.1 a separate independent figure"
That probably won't fly with DAZ's legal department. A morph is one thing, a stand-alone figure based off of DAZ's IP is another. I get what you're trying to do here (and it says a lot that DAZ didn't do it themselves when they were crafting Genesis 9), but I think at best all it's going to do is earn you a Cease-and-Desist letter.
That probably won't fly with DAZ's legal department. A morph is one thing, a stand-alone figure based off of DAZ's IP is another. I get what you're trying to do here (and it says a lot that DAZ didn't do it themselves when they were crafting Genesis 9), but I think at best all it's going to do is earn you a Cease-and-Desist letter.
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I totally agree with @Katsuyaki that your project is legally very risky.
If you have the skills, I'd advise you to make a character from scratch and name it something different from an existing name in the Daz or Poser universe (avoid Genesis, Victoria and other names in the Compatible Figure drop-down list).
If you have the skills, I'd advise you to make a character from scratch and name it something different from an existing name in the Daz or Poser universe (avoid Genesis, Victoria and other names in the Compatible Figure drop-down list).
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For any sort of "realism" like you're pushing, you really should stick with sculpting your own figures. There are way too many factors to deal with regarding a unified mesh solution for a figure that is fully rigged and animated, *and* that needs to "conform" to a generally unified system of texturing and clothing add-ons.
I could also paraphrase a famous animator in regards to the creative process itself: "If you're going to push so hard for hyper-realistic design, you might as well just take a picture. And that's boring." It's like that trend we saw a decade ago, of illustrators drawing hyper-realistic portraits of famous people. Sure, the drawings are so detailed that they look like photos. But what's the point? Where's the creativity? At that point you're just showing off your skills.
Seems we're running headlong towards a cliff, we're forgetting about why we are artists in the first place.
I could also paraphrase a famous animator in regards to the creative process itself: "If you're going to push so hard for hyper-realistic design, you might as well just take a picture. And that's boring." It's like that trend we saw a decade ago, of illustrators drawing hyper-realistic portraits of famous people. Sure, the drawings are so detailed that they look like photos. But what's the point? Where's the creativity? At that point you're just showing off your skills.
Seems we're running headlong towards a cliff, we're forgetting about why we are artists in the first place.
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