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This fellow has a complete tutorial playlist that can be even more helpful. He also has incredible tutorials on making your own animated figures in Blender (for games), but that's another story.
Playlist for getting the most out of Materialize
The base Genesis 9 relies on HD morphs for torso details like the bellybutton and nipples. Here is the base Genesis 9 with default male textures in his best William Holden shirtless retro movie star mode. See the settings for HD are even without additional characters. Argh. It has been the cause of considerable annoyance in the main Commons Forum. The relatively even polygon density of Genesis 9 came at the cost of efficient edge loops - therefore, detail is provided in another way. In the case of belly buttons and nipples, that way was HD parameters.
If anyone does experiment with the HD plugin, please let us all know, even if it is not for Genesis 9.
One of the most annoying things is the inconsistent use of terminology. I am not even sure that the term HD Morph is being used the same way by Daz for Genesis 9 torso details as the term HD morph is being used more generally in the 3D community.
Thanks. Believe it or not, I actually did some 3D models for someone developing a game for 'augmented reality.' The tech world is evolving quickly.
Daz 3d uses it as such:
The base figure can have x number of actual polygons, and then it has standard SubD levels that it uses and can use by default.
HD Morphs are morphs that are created specifically to add higher density (HD) details to the base mesh.
It's a genius system that allows a base mesh to be less cluttered by density that it doesn't need in its default state - but may be anticipating for the future. Now these HD morphs can be used to apply the extra density only if the end user requires it.
I don't find that hard to believe at all. Diomede like to model!
Yeah, that Royal Skies is awesome! I was digging around with trying a Blender version of Rosie when Daz released those bridges. Eventually I just started feeling more like I was going to spend the rest of my life trying new software, learning, etc., and never actually getting anywhere.
Dart, thanks for the comment on G2M!
Regarding Materialize, I have been using it for over a year now. I'm even going to use it today.
I got my start from this thread: https://www.daz3d.com/forums/discussion/520171/making-bump-spec-and-normal-maps-in-materialize-mini-tut#latest
In that thread, Jonstark mentioned that you (Dart) had figured out a way to remove the seams when creating normal maps. But since both you and he were missing in action for a while, I couldn't ask about the details.
So, thanks for the clarification. I will give enlarging the edges a try.
Materialize and Philemo's HD plugin are both awesome tools.
What I ended up doing instead was to actually edit Rosie's UV's so they weren't so close to the edge - and it worked beautifully, and was easier for me to do.
Not sure how comfy you are with UV Mapping. That's how I got started into 3d was UV Mapping game elements for someone who turned into a good friend of mine. He later bought me Poser 5 and turned me onto Daz 3d
I ended up finding Carrara 6 Pro on my own, but couldn't buy it until Carrara 8 was nearing release. So I bought Carrara 6 Pro, upgraded to 7 Pro (for a massive discount) which got me Carrara 8 Pro beta useage as well as the actual 8 Pro once it was released.
Sorry for the absences. It's something that simply cannot be helped right now :(
Wow. Timing!
Yo Unified Brain, I know you don't really need this, but look what I just bought for free! LOL
It requires one of the two bridges, but not the software that they bridge to. And those bridges are free too.
OK some weird results using the G9M dev load at subdiv2 render 4
ass room and renders differ wildly
also that hand suggests the base pose is not zero if G9M dialled in