Forum: DAZ|Studio


Subject: Can someone please explain Genesis to me?

z opened this issue on Sep 30, 2014 · 13 posts


Male_M3dia posted Tue, 30 September 2014 at 12:13 PM

Quote - Hi Male... (?)  (M3?) dia?

You seem a little defensive, and the last thing I want to do is start some kind of flame war.  But it sounds to me like you’re telling me I’m wrong, and then agreeing with me.

I'm not defensive. Your assumptions were incorrect. You said the reason for genesis 2 was because of texture stretching. Your quote again:

Quote - I think I understand this now: Genesis didn’t work (as I predicted).  All that texture stretching was a problem.** **

That is incorrect and tries to assert opinion as fact. The reasons for Genesis 2 is for the gender-specific things that were hard to obtain in Genesis 1. Content easier to create with Genesis 2, the rigging and weightmaps are gender specific as well.

Quote -
The “the one mesh fits all”/ “one UV map fits all” original concept of Genesis (one), that I read in that press release,  didn’t work (for humans) that’s why they came up with Genesis II, (male and female ) with custom UV maps, you can call them “optimized,” I’ll call them “corrected for distortion.” Same thing. One mesh, several UV maps.  Just like M4/V4/Freak4.

One of the advantages of Genesis was the ability to use multiple UVs on the same mesh, which you could not do with previous generations. This allows you to use older textures such as M4, or create new ones such as the Hitomi character. It's not the same as Gen 4 as they had one UV and one rigging per characters.  You could not swap out another UV for any of the Gen4 characters or adjust the rigging  in them. Gen4 was derived from a common mesh, but then they went into separate characters. M4/F4/H4 shared one UV and rigging, V4/A4/S4 shared one UV and rigging.. then they used single-axis scaling to make them bigger or smaller so that it worked in Poser.  The Gen4 characters also contained some dials that only worked in DS because they used tri-axis scaling, such as arm length.