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Hi, all. Today was mostly away from 3D for personal duties during my off-hours. Instead of leaving you with nothing, let me talk about what de-aging in Daz looks like and how it can be used later down the road. Also allow me to take this time to shit on SFM. I'm using Kyrie as an example cause I had these pics ready a few months ago for a topic like this. I used to be an SFM user - it's how I got my start 7 years ago. There are many artists I enjoy who use SFM, and you can absolutely make good art in it. But it got to a point when the limitations of the software were holding me back as an artist. From pose-limits, awkward bending, constant crashing, outdated engine, inconsistent bone organization, and more - it was time to ditch that and advance. While others moved on to something like Blender, I found my home in Daz. It allowed me to use custom models (at the time, video game models were severely lacking) and was easier on my hands to work with. It has now gotten to the point when I can never see going back to SFM considering all the benefits I get where I am now. Just look at that SFM body on Kyrie compared to her Daz body - no way in hell I'm going back to that old body and others like it. That brings me to de-aging, which is something I didn't think was possible with video game characters until I tried it. If it worked for custom models, then it should work for VG girls, right? Not always, since they could look vastly different in certain respects (think young vs adult Ciri from Witcher 3). But when there's enough of a resemblance that you aren't losing the uniqueness of that character, you strike gold. It doesn't work as well aging up, but it can be done to a certain extent. I've tested this on the Kyrie model and I could at best add 10 years without it looking like her face is caving in. I haven't extensively tested this with every character model I've come across, but the option is out there. If I can take advantage of it with certain celebs, for instance, I'm definitely taking going for it. That is if I can even figure out how to get started on a scene properly. Apparently, I still struggle on that part...

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