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I see so if I make it a morph, I wont have to do all the FBMs all over again? And a new morph is loaded the same way except I give it my custom name and leave Make Unique there?
Also, I tried fixing the implants breast version and I think I have accidentally overwritten one of the morphs for either left or right breast with my custom one so when I dial in the breast, it loads my custom morph that was meant for the shirt. Any idea how can this be fixed?
No, adding custom morphs has no effect on your FBMs. In fact, normally I do all the FBMs first and the customs afterward because FBMs are tedious and the custom morphs are more fun.
You can't accidentally add a shirt morph to G2F. Their vertex orders aren't the same.
I see, thats weird. Then i have no idea why are both breasts scaling. Even if it the morph had the same name?
Delete G2F and reload from library and see if it still does it?
OH that fixed it, silly me : D Thanks for helping out and for the feedback. I´m gonna call it a day. I´ll post updates tomorrow, I hope to finish the purse at least or maybe even try the custom morph. Have a wonderful Friday and the upcoming weekend Sickle!
You too!
Hey there today I have been running around the household taking pictures of other materials for the rest of the outfit and I am still stuck on texturing the purse. I didnt think it would take me that long to finish but the stitching can be tricky to place.
Also I was wondering, to make the stitching more visible in the render, I should probably create a specular map right? Witch the stitching being the lightest area on the map.
I'd try applying the map (with the stitches the lightest area) to bump and / or displacement. Then play with the values to see how much to apply. Specular would be the one to use if it was metallic stitching or you were working with something else that was shiny, studs for example.
The texturing so far on the purse is looking good!
Hey there Jindi and thanks! I managed to take a good photo of a purse leathers trap today with nice lighting and I´m quite happy with the texture I made out of it.
Though the leather straps arent in their final state yet as I will still adjust the sliders, I keep one daz scene file with items where I test whether the textures fit or not.
And yep I might try that. The one in the picture is a render of a bump map. Also I think that the other good way of making the stitching more visible would be to create a texture where the stitching has a different color than the leather straps which means extra work but I might do it in the end. I´m always going the extra mile I have noticed, especially with this outfit : D
Your project is looking good, and you have a good teacher.
For the thread to stand out, yes, you can change the color to something that contrasts with the leather, but you should just use a base brown thread (cotton/nylon) color.
More importantly, you should add a displacement map for the threading only. You can keep the bump map as it will benefit the leather, but you need a 16 bit grayscale displacement map that is entirely middle gray (RGB 128, 128, 128) with the thread stitching oval gradients up to white (RGB 255, 255, 255). Plain white will be a stark micropoly extrusion on the mesh, so you need to start from white(ish) and gradient down for circular shaping. Gaussian bluring (stitching alone) can help with this.
You need to create these by using the stitching you have placed on the leather, so that the coloring and the displacement matches up.
This should give you want you want. I'll post an example after I retrieve it from another system.
Hope this helps...
*EDIT: Added example images. I know it is not a purse, but it is showing both leather, and stitching with displacement mapping. There are two cropped map images. One is a bump map (leather showing), and the other is the displacement map. Note on both the illustration renders, you can see the displacement from the maps, including the bigger "X" cross-stitch lacing.
Hello Daremo, thanks very much for reply! I might try this. It will take a while since I forgot to place the stitching into a different layer in my image editor but I´ll try it out and if the result is really worth it I´ll go the extra mile, again. : )
agreed, textures/maps can be very time consuming to fiddle with. I usually go with a concept map, then edit the concept map into a texture for each field. They all start from the same image, so the layers should line up properly.
It takes many saves and copy-paste in Ms Paint. with something like PhotoDeluxe or Gimp, you can do the same thing with many layers. Just have select layers visible when you export out for each item (bump, diffuse, etc).
Hey there Zarcon! I decided to leave the purse alone for a while and went back to the shirt. I figured I better decide what color the shirt will be before I move to the purse. I have finished the detail of the neckline and let me tell you. That was a nightmare because of the bad scaling of the UV map which I did not notice and which cant be undone now but I think I made a decent bump, displacement for the stitching and test texture maps.
Again after a lot of trial/error I have learned how not to do things and I hope the rest of the shirt wont be such struggle : )
That looks really good, and it appears you fixed the stretchy buttons, lol.
http://www.daz3d.com/evaleene-outfit-for-genesis-2-female-s
this outfit has them metal buckles, and I guess they were not able to mend that stretching for something so large. That or it really worked out the dress around the buckles with smoothing on.
(Edit; I talked about the outfit extensively here,
http://www.daz3d.com/forums/viewreply/641790/
I inadvertently took over that page, sorry Novica)
As for the maps vs polygons, welcome to the world of CG. Polygons don't follow the same rules that real cloth dose, they tend to break the laws of spacetime, lol.
(edit)
It may be super useful, to think of patrons with zones, and worry about color later on. That way you can make many color options for the outfits. Instead of a separate outfit, for each color variation.
The buttons used to be a mess while posing and I fixed that with weight maps I think. Then they work with supported FBMs I have created but if used with an unsupported shape like pear figure for example they are a mess but I wont be doing any more FBMs. I think I have done at least 15. I might look at the breast implants again but thats it for FBMs : D This shirt is not suitable for pear genesis : D
Also I have checked out the dress. Do they use handles for the skirt? So in every pose you have to adjust it manually but it gives much more realistic results? From the pictures the buckles look fine but I wonder what they do in some extreme chest poses.
And I´m not sure what you mean by patrons and zones? Like having different material zones for the shirt? If so I already got that sorted out.
Heres a better pic of the neckline. Still need to adjust some things but so far I´m happy with the displacement.
Figure Base Morphs? sounds cool, yea it is lots of drudge work. At-least your buttons are not in a flexing zone, lol.
(EDIT; Pectoral movements? I forgot about that)
Here is a screen-cap of that dress, the torso is twisted to the side, that is not camera-view distortion, the buckles are quite flexible, and I don't think there is a good fix for that.
The controls, have me desperately wanting to add separate front, side, and back bones for the upper and lower surfaces of the skirt. To be fair, ALL outfits I've come across lack the controls to just pose and go without faking things and choosing camera angles to hide the rest.
From what I read here about that transfer utility and other stuff, things are just not friendly for making really good outfits. It's not the PA's.
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Especially when they have to port the stuff to work in Poser, and Studio, and they speak completely different languages.
Yep it seems like transfer utility only likes tight suits : D Hmm I dont know maybe its really because its quite a big detail so the stretching cant be fixed but I dont know what the weight mapping of the outfit looks like so cant tell for sure. Making details that are actual pieces of geometry not a map somehow work can be painful. At least for me.
Maybe people who are experienced more than me know how to make them work. A few days ago me and Sickle were trying to make a rigid group out of them but it didnt really work out.
Anyways here are the pics of how the button used to behave when posed and what they do now.
Pic 1 : In the upper part are the buttons being deformed when posing without dialing in any body morph for genesis. The upper left pic is the extreme chest psoe where genesis jumps (also in other pics. And below are a few pics after I fixed them.
Pic 2 : This is what they look like after fix. Same pose as the upper left picture of Pic 1.
Pic 3 : This is what it looks like after dialing in one of the supported FBMs. The area might be a bit deformed in this position but itss caused by the body shape not by posing.
Pic 4 : This is what the area looks like when using an unsupported FBM. As u can see fixing these can take a while : D
The hard surface stretching issue:
First, unfortunately, Rigidity Groups will not solve this. They were designed for scaling distortion (if applied changing with scaling through different body shaping will hold), not for twist/skew distortion.
Second, yes, the twisting, skewing distortion can be fixed, but not without a lot of work with correction morphs and scalar adjustments. With heavy work they can be made to auto-correct via posing, but as of yet to be documented is a way for auto-correction without the massive amount of work.
This is why all of the vendors have chosen to ignore this issue (I've purchased several items just to test this, and all the selected vendors have failed. Please, prove me wrong that there is, indeed, an outfit where a vendor has utilized the techniques to fix them), because it's very time consuming, and nearly impossible to account for every pose variable.
I don't fault the vendors for this, but either the tech involved, or the lapse of instruction on how achieve it faster than what I have documented.
Hey Drake! The correction morpsh you are talking about, do you mean FBMs for example? Or is there something I havent tried yet : D I have yet to see how bigger hard surfaces are difficult to fix but my buttons are fine for now with all supported FBMs in almost all poses. Breasts are the number 1 trouble maker. The bigger the breasts the more problems appear. I´m not having much trouble with the poses but as u can see, the geometry is a mess after it auto fits a shape that I havent fixed ( pic 4 for example ).
Hey everyone hows it going today. I have a quick question. Does anybody know if theres a way to transfer the rigging, weight mapping and morph fixes from one object to another? For example, I have rigged and weight mapped the shoes as well as created FBMs for them. Now I decided to go back and edit the modeling a bit. Is there a way to transfer all the stuff I have done on the old shoes to the new ones or do I have to do it all over again? Transfer utility doesnt seem to be working for that as Im not working with genesis figure.
You can, just set the original to the Source in the Transfer Utility and the new one to the Target. It will screw up the conforming info and you'll have to text-edit it to fix it.
Hey there Sickle! I tried that but the item then didnt fit genesis. And then when I tried fitting it to genesis it made me to let it create a basic transfer utility rig which erased the stuff that was transfered (the custom FBMs, and weight mapping and so on..) to it from the transfer utility.
Also, I was trying to fix and smooth the weight maps of the pants to make them look better in extreme positions but I cant seem to get it right.
Here I have selected the pelvis area and then in the other picture the left thigh area both in X rotation. So do I paint the area in between legs with paint brush until its like pink and then use smooth brush? Because I tried smooth brush and it doesnt add any color.
If I get it right then blue is no weight and the pinker/redder it gets the more weight there is?
I tried painting in all rotations till it was kinda red but then the geometry also deforms.
1. Yes, I said that would happen. You have to save uncompressed and then edit the presentation settings line in the data files .dsf with a text editor to make the preferred base Genesis 2 Female. Apparently some people are able to do this in DS, but my content management service has never worked, so I can't give more info on that.
2. X Bulge left or right is usually what's causing bum bending issues, not X rotation.
Oh thanks! I think I made the jeans smoother! It was the bulge thing. Also, I found a .dsf file of the item and opened it with a notepad but the text was a complete mess. I dont think I could find the words preferred base in there : D
You've saved it compressed. You'll have to uncompress it with something like 7zip and then rename it to the .dsf extension (delete/rename the old compressed one so there aren't doubles).
I see, and the original not uncompressed file I would work with is the .dsf file or DSON user file that I decompress and then rename to .dsf?
Like today I noticed (too late again) that the shoes I have imported and rigged in Daz need a repair because I forgot to flip some normals in one area and I thought well, I´m gonna flip it in Blender, then maybe change the material zones and then I´m gonna rig them and use the FMB objs I have saved from the first shoes so I wont have to do them again.
But they just didnt work with the new shoes and I have done such minor changes, only flipped normals and added material groups.
To do the FBMs again for the shoes wasnt problem as they were few, but doing the FBMs for the shirt all over again......that would take a while.
So I hope I can manage to do it this way if its actually faster.
It can be much faster once you've got the workflow down. You'll need to check the Morphs and I think All option in the Transfer Utility for it to transfer morphs.
Yes, but make sure it's the one from data/yourname/your product, not the one from the Library files.
I found the files. I´m going to try to do the thing in 7-Zip with it tomorrow.
One more question and I´m gonna call it a day because I feel like I must be annoying asking something all the time : D
At first I thought I´m not even going to create FBMs for the jeans because they are a tight piece of clothing so they should pretty much fit all the non extreme body shapes like Victoria or Olympia and so on. And I just tried to dial in Olympia on the jeans I just fixed but there appears to be a dark line which I have seen today in the shoes as well and it was caused by normals facing the wrong way so I needed to flip them back in Blender.
What could it be? the normals in that area are facing the right direction so should I consider creating a FBM and see if that fixes it?
Pic 1 - The area before the bulge smooth fix.
Pic 2 - The area after the fix on basic genesis.
Pic 3 - Olympia auto-follow after the fix ( I hope thats the right term, auto follow = the shapes that have no custom FBMs? )
That's just Olympia. She tends to have that effect on a lot of things owing to the proportions of her bum and hips.
I don't have Olympia, but I'll agree with SickleYield.
The black you are seeing is most likely due to facet artifacting, and not flipped normals (I belive you said you checked, and they were all facing outward/one direction).
Check your wireframe (Inside DS). Olympia's shape might have caused some polygon overlapping. If so, you just need to use vertex slide in Blender, and slide those vertices that have become lodged underneath the others (make sure you end up with clean quad polygon rows), saving back as a custom FBM morph overwriting (use exact naming) the original. This should clear up your artifacting.
Regarding losing your morphs when you flipped normals, and created MAT zones. Yes, the MAT zone creation will not affect your work, but flipping normals reorders vertices, so you will lose any morphing work.
You can try a trick that might work for you inside of DS. Once you are finished messing with the mesh (no more normals flipping, etc.), load the original one into DS that has all the morphs in it. Then load the new mesh model (the one you actually want to use as a final), and conform that one to the first one (Just like you would conform it to Genesis).
Now, one at a time, dial in a morph to 100% (dial back to zero once completed). This will auto-propagate the morphs into the new model (provided you have auto-follow set to on). Once you have them all propagated, then save them all permanently into the new model by save as assets/morph assests. (I usually delete the first morph carrying figure first, but it might not be an issue if you don't).
No guarantees that this technique will work, but it has worked for similar work, so it may work in this instance. At least give it a shot before you attempt to redo all the morphs again.