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I wanted to talk a little about the most extensive model in terms of model variability - Triss. The comments on DA inspired me to write a short story like this. This isn't a story about the model's creation, but rather a collection of fun facts. I'd like to point out that creating my own versions of character models for personal use in art is a kind of sporting interest, born from the desire to make the model more similar, then add details without ruining the similarity (if we're talking about older games...)
As far as I remember, I had about seven versions of Triss:
1) The Beginning - This wasn't my model, I started with it. It was just a hobby, as my main activity at the time was drawing, not 3D. Over time, people just liked my 3D art more. And that's where it all began.
2) The Second Version - I was trying to make Triss more like a game model. Since I create everything, as I do now, using DAZ3d and Blender, they had their own peculiarities and limitations. I used Facegen back then, with some minor texture editing.
3) The third model - you could say it was the era of cuteness. For some reason, everyone I created turned out a little kinder than the original. Even Yennefer lost her cold gaze. That's when I started spending more time on textures. And yes, this was my first attempt at creating facial morphs, but with symmetry. (Actually, the first ones were Mary Rose and Honoka, but this isn't about DOA.) That's why the third version is less similar to the second. Plus, it acquired a purple-red skin tone.
4) 4th – the era of eye problems. Slugs and corners of the eyes have always been my problems, both in terms of morphs and textures, but back then it was a complete mystery. My attempts to create asymmetrical morphs and work out the details of facial textures more precisely. I did what I could.
5) Version 5 – the morph is better, but the textures are lagging behind. Plus, I couldn't fully bring out the purple tint (Daz doesn't like those hues, even if the original model has that hue; it needs to be more yellow-red. Then you can control it more extensively with lighting and scene settings). There are filters in the game. I saw this more clearly later on Juliette.
6) 6 or 5.5 - Same as the fifth, but improved, plus I used new settings on it. What numbering is on Jill (I think 2.5 or 3.5)? It's not a full transfer, but it still counts for me.
7) The seventh is the newest at the moment. I removed the purple tint and added more precise texture detail. I also worked more meticulously on the face morph. I learned some things from working on BG3, and I used that knowledge. I was finally able to fix the dress so that DAZ physics worked and didn't create an explosion. You might have noticed that Triss's poses with the dress have become bolder.
This is the path that only one Triss has taken :D