Daz [Genesis 9] Looking for High quality skin materials

Midzay

Member
Oct 20, 2021
144
534
I made my skin recipe and recorded a YouTube video ( ). Here is an example of my recipe:

01.png

Of the finished recipes, I was pleasantly surprised by Frida_8_F's skin. I tweaked the cards a bit, but for the most part it's close to my result.

01.png
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
4,977
8,144
AJC uses custom models (and likely custom textures), so I can't really help you. Though, if you message them through the Daz forums, I'm sure they'll help. They were super nice when I tried asking about their model(s), even if they couldn't give me the recipe for them.

Any of the Daz Originals are going to be pretty good, though. I'm personally a fan of Julia 9 for less detail (e.g. younger characters, though it's still perfectly usable for older characters as I've used it for that.) and Van Helsing 9 for young adult (20 y/o+ characters). That being said, good/great lighting can make any render look good.

Van Helsing 9:

Blender1.jpg


Ignore the hair in left render. Was having some issues with it that have since been fixed.

Julia 9:

vid2.png
 

Turning Tricks

Rendering Fantasies
Game Developer
Apr 9, 2022
1,055
2,154
Hi all!

I'm writing today to see if anyone has any links to characters or skin materials for Genesis 9 female characters? I saw the skin quality on the character for this outfit and it's phenomenal! Or even better if you can tell me the skin it is!

https://f95zone.to/threads/ajc-senshi-legacy-outfit-adeilsonjc.217299/

Any recommendations for really nice, high-quality skins are much appreciated!
has always been one of the better character creators out there, IMO, with some of the best skins. They do a lot of G9's now as well. One issue I noticed with their G9 skins is that some of them have the Transparency Weight setting a little too high. When they have features like a vein map, this can make them a little too obvious. I changed the TW setting to 0.50 from the stock 0.75 it shipped with.

I 100% agree with MissFortune about Van Helsing 9's skin. It's very nice and I use it on a GILF in one of my VN's.

Finally, if you are interested in a skin for a black/mixed character, Olivia 9's skin is also very nice and there's an alternate shapes package with YA versions of the skin too.



GILF with Van Helsing 9's skin...

dh_4K_kelly_test_1.jpg


Olivia 9 skin (YA version) - I added a couple of shades darker effect

chapter_1.50_02_preview.jpg
 

Ashbash

Member
Apr 28, 2017
132
122
Thank you both, I will take a look into those ones and experiment! I appreciate it. :D
 

no_more_name

Newbie
Mar 3, 2024
79
22
One issue I noticed with their G9 skins is that some of them have the Transparency Weight setting a little too high. When they have features like a vein map, this can make them a little too obvious. I changed the TW setting to 0.50 from the stock 0.75 it shipped with.
You shouldn't do that.
The main point of Daz/Iray skin is translucency, despite its (huge) compute cost.
A bad texture doesn't mean a bad setting.
 

Turning Tricks

Rendering Fantasies
Game Developer
Apr 9, 2022
1,055
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You shouldn't do that.
The main point of Daz/Iray skin is translucency, despite its (huge) compute cost.
A bad texture doesn't mean a bad setting.
umm.. ya, I did need to do this.

At the stock TW, her veins were way way too visible. It's not a bad texture... Mousso makes some of the best skin textures around. But his default TW setting on this particular model was just ... off a bit. Maybe his monitor was dark or something ... /shrug.

Translucency Weight is not some magical setting we are not supposed to touch. And this isn't my first day on the job either, lol. Of course you play with the settings. Especially when you are customizing characters like I do.

BTW, the stock TW settings used by various Genesis characters are all over the place. The creator decides what works. For example a G8 stock model is set at 0.50 while a G9 with base maps is 0.85.

And on my system, the model skin has almost no bearing on compute power or rendering time needed. I can pump out 4k G9's in under a min, by themselves. It's the complex environmental scenes with like a hundred 4K texture maps that slow me down sometimes. Or scenes with complex lighting. I usually run all characters at subD 3 for any middle or far shots and for close ups I run them at SubD 4.
 

VivelaFrance

Newbie
May 3, 2018
51
73
The default translucency settings on nearly all Daz skins is awful. I dont know whats going on with their creators and their monitor color-settings, but for some odd reason always make and set skins far too red.
Fixing them to a normal point like 0.5 is always the first step.
Step 2 would be lowering the colors of SSS at the bottom.
Then sometimes you need to photoshop the textures themselves to add some detail or fix color issues.
4th step is changing the reflection value in some situations; make it a bit more dry unless it's a wet or sweat scene
5th step upping the Bump or Normal or SubD value for wrinkels, but those do ask more from the computer during rendering
 

no_more_name

Newbie
Mar 3, 2024
79
22
Again.
The main point of UberShader (and PBBSkin) is the translucency.
Everything is built on top of that. It's the whole circus.

No, don't lower it to 0.5. Neither tone down SSS (you will just break it).
 

ouch2020

Well-Known Member
Aug 11, 2020
1,717
2,352
Hi all!

I'm writing today to see if anyone has any links to characters or skin materials for Genesis 9 female characters? I saw the skin quality on the character for this outfit and it's phenomenal! Or even better if you can tell me the skin it is!

https://f95zone.to/threads/ajc-senshi-legacy-outfit-adeilsonjc.217299/

Any recommendations for really nice, high-quality skins are much appreciated!
Renderhub, Madarocsi, now goes as HumaXYstudio or HX.
In general the textures are very high quality, because in reality they are high quality photo of real girls/women converted in textures (it was evident by some of the first textures for G8 she had put out, which may also link to why changed the vendor name).
Ah, yes, I write "she", because in something she wrote before she changed the vendor name, it was visible it was a woman.
Often the textures come also with a "free morph".
Only defect, the price, definitively not cheap stuff, I had bought a bunch of them for G8 in the past.
 

Turning Tricks

Rendering Fantasies
Game Developer
Apr 9, 2022
1,055
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I feel extremely dumb for pointing this out.
What are people even doing lmao?

How about you show us your renders or games or VN's?

Because you seem to be lecturing people who actually do this as an income. And OH MY GOD! It's a setting because it can be changed! Just because some random content creator decided that setting TW as XX was what they thought was best, doesn't mean you can't play with that to get a better outcome.

I've published literally thousands of 4K renders in my two projects and seen Translucency Weight settings all over the map! Did you not read above where the values are wildly erratic, based solely on the asset maker and not on DAZ?

And of course I know it's about translucency. The whole reason to adjust it is to make skin details appear stronger or weaker depending on your scene requirements. So when a 20-something year old Asian girl is showing varicose veins that look like they should be on a 90 year old, I had to dial down the TW to something more reasonable. And the result was more than satisfactory.

Nothing 'broken' about this characters skin. The one on the left is the one I toned down the TW setting to 0.50. Congratz, you get a peek at a 4K render from my next update. Right-click open in new tab and you can zoom right in.

dh_4K_teaser_02.jpg
 

ouch2020

Well-Known Member
Aug 11, 2020
1,717
2,352
Can I put my nose in, since it is a public fight, hoping to calm it down ?

As far as Daz is concerned, I think both camps that are dealineating (touch it, don't touch it), are right.
"Don't touch it" no_more_name is right, because the person that created the character in their head intended it in a certain way.
But Turning Tricks is also right, the people selling characters are selling assets, not renders, which means you one is then free to adapt them to one's own artistic vision. It is like someone selling us paint, we are free to use and mix the colours to create your own painting.

On reality, translucency is something that exist in real human beings.
And in real human being translucency also changes between one individua and another, and effectively, even on the same individual (melatonine, pigmentation ailments, etc.), so, there is not a fixed value that is identical for the entire human population or even the person over their entire life.
 
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Synx

Member
Jul 30, 2018
489
470
You could have a look at as well. It's a blender addon to add custom skin shaders to imported genesis 9 models. I have played a bit around with it (In blender) and especially the displacement maps are pretty well done. As example here a figure I have been working on for a while (In blender but should be able get the same results in DAZ), adding the displacement map. Adds extra details especially around the lips.

Head.jpg With the displacement
Head_no displacement.jpg Without


You should be able to just extract the maps from the zip file, and replace existing maps in DAZ for it. Its a bit more work than plug and play, but its something you can look into. You can download it for free from zonegfx if you just want to try it.

That said lightning is way more important I have found out than having amazing skin textures. They definintly help, but if your lightning is to flat or overlit, it can really wash out at the details your aiming for.
 
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Turning Tricks

Rendering Fantasies
Game Developer
Apr 9, 2022
1,055
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Can I put my nose in, since it is a public fight, hoping to calm it down ?

As far as Daz is concerned, I think both camps that are dealineating (touch it, don't touch it), are right.
"Don't touch it" no_more_name is right, because the person that created the character in their head intended it in a certain way.
But Turning Tricks is also right, the people selling characters are selling assets, not renders, which means you one is then free to adapt them to one's own artistic vision. It is like someone selling us paint, we are free to use and mix the colours to create your own painting.

On reality, translucency is something that exist in real human beings.
And in real human being translucency also changes between one individua and another, and effectively, even on the same individual (melatonine, pigmentation ailments, etc.), so, there is not a fixed value that is identical for the entire human population or even the person over their entire life.
Valid points.

I'd like to also add that, IMO... the Translucency Weight setting in DAZ is analogous to skin thickness in humans. Some people have a very fine, thin skin and you can easily see the veins and even musculature under the skin. While areas with thicker skin, like your palms for example, have extra layers and calluses which make them thicker and you don't see that detail in those areas. (See what being a fine arts major in HS does - lots of figure studies!)

Sure, the particular asset creator may have a vision in their heads that the character has to have this high TW setting to make the skin more transparent and therefore letting you see the underlying details, but that isn't a universal constant. For one thing, the creator may be using some old piece of shit monitor. I remember a recent discussion among devs on the value of a color calibration tool in making our games, and the consensus seemed to be that while it wouldn't really make much difference for the single end-user, it does provide a base-line so your renders are more consistent between updates and over time. My point is - that I use basically the same settings when I do post-production. I chose settings which I feel look good, but more importantly, I keep them fairly constant, so someone playing an update last year, is not jarred by a new update where all the renders look wildly different in appearance. So that's one of the main reasons I might change a TW setting - to better mesh with my overal "look".

It's not some magic or hard to understand setting. It's only changing the transparency of the base skin map, so you can more easily see the Translucency Color map underneath. On Daz characters that use these maps, the Base Color map will be the 4K or even 8K PNG or JPEG of the character's surface skin, while the Translucent Color map will be almost the same image map, but with additional details like veins, moles and other imperfections. Changing the TW setting just makes this underlying TC map appear stronger or weaker. It also changes the overall color because - of course - the final effect is a sum of the two semi-transparent layers.

That's it.. that's all. It's not going to "break" anything to change this setting.

Here's a simple test I just did. Three images of the torso of the character I originally mentioned above.. MSO Hana. Where her base maps are at TW 0.75 and I dialed that down to 0.50 to look better (IMO). The images go from 1.00 to 0.50 to 0.00. Even at 0, the image isn't broken. It just looks plastic - like those DAZ renders from the first Renpy games a decade ago.

NOTE: These are all the raw PNG's Daz made using the default lighting Dome and the MSO Hana G9 character. I did them to 100% convergency and just ran them thru my D'n'D denoiser script after. No conversion or compression. Talking about times above... the TW 1.00 image took 54 seconds ... the TW 0.50 image took about 30 seconds and the TW 0 image only took like 9 seconds to reach 100%. Which is why a lot of high production games had those plastic-like renders in the past.


TW 1.00
TW_100_intel.png

TW 0.50
TW_50_intel.png

TW 0.00

TW_0_intel.png
 
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VivelaFrance

Newbie
May 3, 2018
51
73
Again.
The main point of UberShader (and PBBSkin) is the translucency.
Everything is built on top of that. It's the whole circus.

No, don't lower it to 0.5. Neither tone down SSS (you will just break it).
You are literally talking to a designer with over 10 years of experience specialized in realistic art. Got more experience in my pinky than you, so mind your manners. You can't break textures, what are you even talking about? Changing transluceny is the most basic step to improve art, there's hundreds more to go. "Break" all you need, seriously. IF you want to make good art, you need to learn what every single value change does and how it can improve your characters in every possible environment. Obscure, shine, reflect, ior, metallize, frost, heat, damp, sweat, mud, ash, night, day, dawn, eve, inside, outside, shadowed, every single render requires you to change values to make it work with the circumstances.
 
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