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Hey Jindi!!!! Thank u very much for your feedback! Yes it is a very tight dress indeed and doesnt look very natural and the reason will be the modeling itself because as I was creating the dress, I didnt really pull it away from the body and I didnt smooth it to achieve not so obvious outlining of the figure´s body.
Therefore the upper part of the dress looks like some tight suit : D But it could be the auto fit as well even though it was already tight on the basic genesis female before I loaded V6 body morph. But I´ll improve I hope.
As for the bedroom, I must open that file once again and finish it but now I´m hooked on creating clothes for figures. As I mentioned I began creating a new outfit last night and as soon as it starts looking presentable I´ll post WIP pictures! This time I´m trying for the first time to create medium length sleeves and medium length jeans. So far I´m happy with the modeling I have done, the geometry is much cleaner and will be much better to work with.
Anyways, I have seen the guitar and elephant on your blog, very well done!!! You could make a prop out of them for Daz Studio! : )
New outfit sounds good, I'll look out for your WIP pictures. Thanks for the kind words about the Blender projects. I guess I could import them in and give them some shaders in DAZ Studio as they are UV mapped, it will be interesting to see how they look. I'll let you know how it goes! Today I'm working on the plane model tutorial which is a long one and more difficult than I expected. I must be learning a lot though! :)
Oh I too found Blender Plane tutorial on youtube I must get to! I love following the tutorials and seeing how the magic happens : D : ) It is a big shame that cycles materials cant be used inside Daz, cycles has some awesome shaders that look really professional inside Blender!
Yeah, you see some amazing stuff done in Cycles. I love all that architecture visualization especially. I think you can take DAZ models to Blender to render in Cycles but haven't tried it myself. I think if you take figures over you have to re-rig them. Someone else here might be able to tell you more about that, if it's something you want to try.
Yep the rigging needs to be done all over again for figures from Daz. I didnt have time to look at animation in Blender but I do plan to do that so we´ll see : ) I have so many ideas for short clips : D If only it wasnt such a long road to produce a minute long decent animation : D
Hello everyone! Hope you are having a wonderful day! Here is what I have been working on the last couple of days. This time I´m going for more everyday look for genesis. I´m still in the modeling phase so some of the images are not the final version.
The outfit includes a top with medium length sleeves, shorter jeans, a pair of earrings, a bracelet, a purse and the final version should also have a pair of shoes which I didnt get to yet. Feel free to leave a comment!
I like 'everyday' sorts of clothes and this set looks great. Very nice neckline and a fantastic handbag (purse) too. Those stand out but it's all good and I hope you'll keep us posted with progress.
I am still working on that toon plane. Almost there now and itching to get back to doing the kind of thing you are doing, but it is good for me to refresh my knowledge and learn to do things the most efficient way.
It's night here but I hope you're having a good day too. :)
Hey there everyone! I am almost done with modeling and UV unwrapping the items and I started importing them to Daz, did some rigging and as hoping to post a no texture render today but I have ran into problems again.
After I ran the shirt through Transfer Utility, details like the two buttons are getting deformed when genesis is being posed.
What would be the solution to these types of issues? If anybody knows I´d be very grateful for help.
My guess would be that it has something to do with deselecting the button area from the chest face group which is being affected by the chest bone but Im not sure.
Meanwhile I´m gonna continue importing all the other parts into Daz and I´ll leave the shirt as last.
Pic 1 - Default pose
Pic 2 - Deformed details after posing genesis
UPDATE: I just tried going to geometry editor and deselecting the button, then I created a new chest group without the button and I assigned the chest bone to the new chest group. Didnt fix the problem. Still stretching.
You need to select the polygons of the button and fill them with a single weight value for each weight map, probably taking the value of the attachment point - which you can get by selecting a polygon or vertex in the right area and, with the Node Weight Brush tool active, looking at the Selection Analysis tab in Tool Settings.
By weight value for each weight map you mean X Y Z axis in the Node Weight Map Brush? I have just selected the Button in geometry editor and jumped into Node Weight Map editor, now under maps there are none and all I can add is a Rigid or Blend map. No X Y or Z. And by attachment point you mean like select a tiny area just where the center of the button is placed? Then it should probably appear in the selection analysis under chest group I guess....I´m kind of getting lost in this : D
Update: I tried to figure out your method Richard but with no luck. So I went and tested how would the buttons behave if I just parented them to the shirt only to find out that thats definitely not the way to go : D
So then I got the idea to try to rig it how I would rig my other accessories like earrings. So I selected the button in Geometry editor, created a new face group, then created a child bone going from the chest and assigned it to the button and filled the weights for the bone. Now, in some positions it works quite well, ( pic 1 ) in some extreme poses it kind of overlaps with the lining of the shirt and needs to be adjusted manually, in very extreme poses it looks terrible and so does the lining ( pic 2 ). Oh the lady parts are always causing trouble : D
So I rigged part of the lining in between the breasts and it does look a bit better but it looks like I will need to rig the entire lining if I want to get the look right. ( pic 3 )
I hope theres a trick to this....or is this like a standard procedure rigging every detail of the outfit?
Update: I think I managed to fix the button without adding an extra bone for it and creating a new face group. I selected it in Geometry editor, then went to weight node editor with the chest bone selected in my scene tab, then I went to Fill selected...and I typed in 100% for all 3 rotation axis as well as scale. I still dont know what I was supposed to do with the selection analysis window though.
I DID IT YAYAYAY!!! Ladies ad gentlemen, boys and girls I present to you my newly weight mapped in between the breasts area of my new shirt!!!! Now I get how weight maps work...I hope : )
Hey everyone hope you are having a wonderful day! Yesterday I took some no texture renders of the outfit but didnt post them yet as I forgot to place a background for the picture so I´ll need to do that again.
Anyways, I´m creating a FBM for the parts of the outfit so that they would fit V6. I have already sucessfully edited the shoes and now I got to the earrings and I was quite surprised to see that when I dialed in V6 head morph, the earrings started deforming themselves.
The earrings are rigged, they have a head bone and 2 custom bones for movement. Now, is there a trick how to prevent that from happening or does a morph have to be created even for small items like this?
Pic 1 - Basic G2F
Pic 2 - With V6 Head Morph
So, while I was creating a FBM for V6, I just noticed the new offer from Daz in my email and I thought that this is the time to invest into my 3D hobby for the first time. So far I have only been grabbing all the freebies I could : D
So I bought myself the G2F morph bundle which I wanted to buy for a long time, was just waiting for a good opportunity.
Then I added in Victoria 4.2 Starter Bundle as she seems to be a very popular figure too, especially with the Poser community and it was 80% off.
And to make it $50 I also grabbed one hair for my g2F because I only have 2 hair so this will be very useful in my renders.
As for the Free figure I was very hesitant. It is such shame Aiko and Giselle werent included because I would definitely grab one of them.
I knew for sure I didnt want The Girl 6 and Teen Jayden, Victoria 6 I already had from when she was offered for free. I was thinking about Michael 6 for a while but then I decided not to take him because I very much prefer working with female characters.
So out of the 3 females left, I also excluded Gia although shes a pretty character as well.
I really didnt know which one to take whether Josie or Olympia but then I went with Olympia. And I really like her style!
Also the morph bundle seems to be amazing! I can finally get to creating my female character I have had in mind since I first opened Daz Studio!
But right now I am in a FBM marathon, I just finished a FBM Olympia 6 correction for the shoes of the outfit which I didnt show you yet so here they are (see pic)! They are like a more casual version of the previous shoes although with much cleaner geometry and better UV mapping and were modeled all over again.
Creating the fit for Olympia was kinda challenging, Auto fit really doesnt know what to do sometimes : D
How do I keep getting unsubscribed? Hmph.
Anyway, the answer on your earrings is rigidity mapping if you want them to be a conformer.
Select the polygons that aren't part of that hanging wire at the top in Polygon Group Editor. Then click on the Vertex Selection button at the top (if your DS is updated). Right-click on the words "Rigidity Groups" and "Create Rigidity Group From Selected." Then you'll need to right-click on Participants below the heading that appears and Assign Selected etc etc.
Then you need references, so invert selection and add the other verts to the reference group. Save. now the participant group verts should not respond to FBMs.
Hey there Sickle!!! Thanks a lot for reply I´ll try that out as soon as I´m done with fixing the shirt for FBM options! Anyways I was also thinking, can earrings be parented to the figure like a smart prop?
Yep. Most earrings sold in the store are smartprops, in fact.
I have noticed that the ones I have must be smart props because they were being imported separately to the scene and had no bones. I might try to remake them later. I am still creating FBMs for the shirt, I have finished quite a few now and 3 for the shoes : )
But I´m stuck at breast implants. I have the corrected version of the shirt ready and properly modeled without any geometry overlapping in Blender but when I import the morph and dial the breasts in Daz, the geometry in the breast area is overlapping, any idea what could be causing this? I´m sure I´m loading the morph the right way.
I really like this step, auto fit always generates some crazy stuck to the body shape for the breasts and then I fix it and it looks much better : D
Isn't that two separate morphs, one for each breast? If so only having made a single morph for the controller dial is probably what's causing the problem.
There are 3 morphs for the implants, right, left and then theres one that morphes both of them so I worked with that one but I might try to do it separately.
Anyways I was thinking about applying the earring method of not reacting to full body morphs to the buttons so they wouldnt get deformed. But either this method cant be applied to them or I´m doing something wrong. Or my Daz Studio is not up to date but I think it should be. Its 4.6 Pro.
I went to geometry editor and selected the buttons with polygon selection (pic 1)
Then I clicked on vertex selection and had to select them again or it wouldnt let me assign them to the participants group. (pic 2)
Then I inverted the selection which caused this (pic 3 )
And then I assigned the vertices to the refferences group which resulted in this : D (pic 4 )
And they are still being deformed when I dial in a FBM, unless I fix it in Blender.
You don't want the entire mesh to be in the reference group unless it's something like the earrings that's very small (maybe I'm even wrong about doing it then, I'll have to check).
For a shirt you want to select the parts you don't want to move, assign them, use ctrl++ to expand the selection, then deselect the ones you already assigned, leaving a rim around them selected. Then set those as references.
I see, and for selection I should then use the vertex selector tool since polygon wont let me assign groups right?
Yes, I think.
I just tried it again and I selected the buttons, assigned them to the participants, then selected an area around them (the selection of an area has a button shape as you can see above) and assigned it to references but it doesnt seem to be doing the trick. I mean its not a big deal if I cant get it working with the buttons but it would save some time when creating a FBM adjustment if they werent getting deformed.
I´m calling it a day. Before I go though I played with the new morphs for a while and heres my first custom character shape render. I saved her and I´ll definitely get back to her! : )
Today I have finished FBMs for the shirt, I´ve done quite a few and I don´t feel like doing them anymore so I moved on to creating bump maps. And I took first low res WIP no texture render of the outfit : ) Hope you like it : ) Feel free to comment!
Nice work! That's a good sculpt, especially on those pants wrinkles. Not too little, not too much. The purse looks fantastic, too.
An elbow-length shirt that reveals the midriff such a small amount is... odd. Usually those shirts have a longer hem, or it's a full crop-top. At its present length it just kind of looks like she bought a shirt that doesn't fit her. I'd offer shorten/lengthen morphs with it.
I would bridge across the butt more too, but I'm fully aware that some people find the crack wedgie look hot, and that certainly wouldn't stop it from selling.
Hey Sickle thanks a lot for your feedback!!!!! I love when someone who is a professional leaves feedback. I have also posted this and the dress render on my renderosity gallery and I got some comments too but its usually other hobby artists who might not have any knowledge of the creating an item process.
As for the shirt I spent some time wondering how long to make it, you are absolutely right that shirts like this are usually longer than this but I went with this because I thought that if I made it longer, the upper details of the jeans would not be visible. And I have already created the FBM corrections for the shirt so I will not be recreating it but I will keep this in mind for any future projects!
As for the jeans luckily, they are tight type so they fit almost all the body shapes I have. The only minor problem is geometry of the buttons is stretching which I did not figure out yet how to fix.
And I might change the crotch area a bit too. The transfer utility rigging works quite well with the jeans except for some really extreme poses where the geometry of the crotch area seems to be a mess.
I started creating bump maps for the purse and doing test renders with them. This is the most challenging part for me right now. Finding the right texture. The repetitive pattern of seamless textures sometimes doesnt work quite well. I hope to finish the bump maps of the purse and maybe a test texture tomorrow.
And when I need a break from the clothing and got some time left, I go back to morphing my character above : D I cant wait to do some proper renders with her!
It's normal to have to do tweaking in the crotch area after using Transfer Utility to rig. Most of us do it. It's just a matter of smoothing the pelvic vs. thigh maps with the smoothing weight map brush, usually.
I wasn't suggesting you redo it, but that you do two custom morphs for it - one to shorten and one to lengthen it. This is very easy, much easier than doing your FBMs and PBMs would have been. Of course it's always up to you as the artist. ;)