Isabella for G9

his is Isabella, and she's almost finished (correctives done, materials sorted), just missing her eyes (she's currently borrowing Esme's brown ones, Im planning to make a whole new set just for her). Id love to hear your thoughts, criticism, whatever you've got; anything's appreciated!


! REPORT
I couldn't help but notice the hands on her. Well done. I was shocked at how long G9's fingers are!
These look well suited to the figure, and the figure's proportions in general look very well balanced.
REPLY
! REPORT
Luxe Muse
Karma: 4,402
Fri, Feb 28Thank you so much, and yeah, I've been working for over a month on this figure. Without proportions, she's the height of a standard G9 (a very odd-looking G9), and then I apply proportion morphs. Generally, this helps with things like hair (related to your other thread), but not as much with strand-based hair. Most artists don't consider the G9 head size proportion morphs when creating correctives for their hair, so it's a real pain. I love ponytails, for example, but there isn't a single strand-based one that fits her or any of my other figures of mine without heavy custom adjustments using multiple d-former.
Just an FYI, Toyen in the Daz store (not sure he/she sells here) has a few strand-based dForce hairs that, for me, just work with any figure. The downside is you can't style them differently, which is what you're after.
Just an FYI, Toyen in the Daz store (not sure he/she sells here) has a few strand-based dForce hairs that, for me, just work with any figure. The downside is you can't style them differently, which is what you're after.
COMIXIANT
Hair is a pain for sure, and for me it's so bad that even very simple hairstyles never look how I want them to.
By the way, regards feedback I forgot to mention that ever since they added it, the first thing I do when loading a Genesis figure into the viewport, is hide the tear geometry. I reckon that if you were to render that close-up of the eyes again but with the tear switched off, it would look even better. The problem with the tear geometry is that it's far too rounded. It makes the moisture look as if it's of a thick, glue consistency. If I wanted to do a super technical close-up I might use it, but even then I would have to sharpen-off that roundness before I would allow it to be there.
So I never use it personally, best to keep it hidden I reckon!
Karma: 1,447
Fri, Feb 28Hair is a pain for sure, and for me it's so bad that even very simple hairstyles never look how I want them to.
By the way, regards feedback I forgot to mention that ever since they added it, the first thing I do when loading a Genesis figure into the viewport, is hide the tear geometry. I reckon that if you were to render that close-up of the eyes again but with the tear switched off, it would look even better. The problem with the tear geometry is that it's far too rounded. It makes the moisture look as if it's of a thick, glue consistency. If I wanted to do a super technical close-up I might use it, but even then I would have to sharpen-off that roundness before I would allow it to be there.
So I never use it personally, best to keep it hidden I reckon!
Luxe Muse
Karma: 4,402
Fri, Feb 28You know I have never attempted that before? I'll try it for sure. This character has a distinctive eye shape, which required me to make a few correctives to the tears. Tears, in general, are a pain! I don't know why they were not incorporated into the geometry itself, perhaps as a thin layer with its own material. If you check out the regular head UVs, there’s tons of unused space for the tear.
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Luxe Muse
Karma: 4,402
Fri, Feb 28Man, where are my manners? I totally forgot to say thanks for the tip @COMIXIANT.
COMIXIANT
There are people on this forum with manner issues, and you are certainly not one of them.
Karma: 1,447
Sat, Mar 01There are people on this forum with manner issues, and you are certainly not one of them.