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Is this a good displacement map? because in blender the object with multiresolution looks quite good and has the folds but when I load the displacement map into Daz Studio and run a render, only some of the folds in the breast area are visible, and the folds on the sides arent visible at all, I have displacement strength to 109%.
I saved the displacement map as 5000x5000 .png and my bump map is 2000x2000 atm.
It's not a question of map size; in fact 5k by 5k is probably a bit big for your crop top.
Take your dropper tool in GIMP (O key, I think) and poke one of the plain gray areas. It should appear in the top rectangle on the left panel. Click on that panel. What color is it on the Change Foreground Dialogue dialogue that pops up? It should be HTML 808080, HSV 0 0 50, and RGB 128, 128, 128.
If it is darker than that, as Blender sometimes generates for some reason, it's possible the map isn't showing up well for that reason; DAZ Studio reads this gray color as "Zero" and everything lighter as "taller" when reading a displacement map. In that case, use rectangular select on one of the plain gray areas, fill it with the proper color, invert selection, and use brightness/contrast to change the rest of the map until the rectangle disappears.
Try adjusting the Minimum and Maximum values, which are in cm, rather than the displacement amount, which I prefer to leave at 100% so I know where I am.
Strictly speaking, DS doesn't do anything special with mid grey - it happens to be the zero point by default because the Minimum value is the opposite of the Maximum, but it's those two (Minimum = black, Maximum = white) that matter.
HTML is bcbcbc, HSV is 0 0 74 and RGB is 188 188 188 so I guess I need to repair that. I just selected an area with the rectangular select and typed in the right color and its actually darker gray than the one I have right now. Wasnt it supposed to be lighter?
Adjusting the minimum/maximum value does make a difference in the breast area displacement folds but not much on the sides, I think I will need to make a better displacement map if the color doesnt fix it too.
Either way, Blender can drift. It should still be fixable in the GIMP.
Got the color done and I can see some improvement thanks a lot, the folds are smoother but I will make another displacement map anyways because its kind of ugly anyways : D The folds looked okay in Blender though. Such deception : D
Sometimes blurring the bump map helps too. It's not a perfect transition.
Blurring the Bump Map using Gimp?
Sorry, I meant the displacement map. Yes. Sometimes it does help because the one Blender produces without 32 bit float on can be a bit jagged compared to the sculpt.
I had 32 bit float on I think but I will try to blur it anyways.
You were right! Huge improvement after adding the blur filter! But I will make a new displacement map anyways to get more realistic looking folds anyways, its such a journey but I hope I can finish this swimsuit! : D
Good work!
I know it's very challenging and there are a lot of steps to master, but you're making good progress!
I hope so, I have chosen a difficult piece of clothing, I just noticed that not many of the things I have in wardrobe actually have a displacement map but I need to make it otherwise I will have problems applying the other maps as the mesh will get too complex. And after I´ve done that I need to rig some furniture, I modeled an entire bedroom from scratch, it has a bed, a wardrobe, desk, computer, heating, lamps, curtains, windows and doors and a plant and some other stuff. The furniture needs to be rigged and then I need to apply the materials to it, that will be fun : D
Yes it will. That's not a small project but it's very doable. :D
I find furniture easier to make atm than character related stuff. Clothes like the swimsuit are still kind of okay but I think anything with sleeves will be difficult when I get there or even pants. I only tried skirt once and it wasnt that bad so I will see when I come back to it and hair, well I did the particle hair which cant be used outside Blender and I also tried polygon hair but found it difficult to position it around the head and shape it the way I wanted it so I´m staying out of that. I found an interesting program for making clothes - Marvelous Designer 2. It looks really good for creating clothing but it is also pretty expensive. They do have a trial version so I might give it a try later.
Marvelous Designer is very good at creating things that look fabulous in its own system but are unriggable. I don't say that no PA has ever made it work, but the number is small. Perhaps it will work for you; work with the trial and see if you can texture and rig its output before you buy.
Clothing is a challenging area in general - that's why people are willing to buy it from us to begin with. ;) It's not easy to get great-looking results in your spare time. It takes a lot of time, workup and practice, and scantier items are easier to work with than more covering items (you are correct about that).
I wonder how hard are characters to make. Once I exported Genesis female and wanted to try to create a different face but it was so hard with the grey shader on her as I didnt really see where the lips end for example so I gave up. I have a character in mind that I´d like to create one day but it also seems like a pretty hard thing to do, especially creating the skin maps.
The short answer is, creating good skin textures is hard, which is why artists that do it often (not always) specialize in just that. Creating simple morphs (non-toon humans and elves) is easy. Creating more complex morphs (creatures and toons) is hard. The biggest rule of thumb is, hide the teeth and eyeballs in edit mode before you start sculpting so that you don't change their positions, and be careful how you change the total positioning of eye sockets and lips. If you get to that point I can tell you how to adjust rigging to fit a shape too.
Blender's projection and painting features are sufficiently limited that they don't always work well with a hi-rez realistic human. For that something like Blacksmith3d and/or 3dCoat (I name these because they're probably the cheapest programs that do this well) is probably going to be a must.
The fastest way to create a number of morphs to build on another one is to use morph targets - import the base resolution G2F or G2M, click the plus sign in the morph target dialogue to create a basis, then click the plus sign again to create the first morph, then set it to 1 so it will show up. The morph target dialogue is in the same place as the vertex groups.
I´ll definitely try this after I´m done with all the stuff I´m doing right now! Also I used sculptris to sculp the figure. Its like a simple sculpting tool but has trouble importing more complex .obj stuff. I´m creating the new displacement map now. I hope it works better than the previous one. Heres a preview and also a preview of the bedroom. The basic modeling is almost done all the big objects, maybe I will add a sofa next to the desk. I only miss a few small items like a bit more to fill the wardrobe and some pencils on the desk.
Good progress!
Hmm Blender says: You should have active texture to use multires baker. I have a material assigned to the object, where could the problem be?
That's not the same as having a texture assigned. You can create a new one in UV/Image Editor in Edit Mode (image--new).
http://www.daz3d.com/forums/viewreply/624321/
Oh I created a new image but I didnt have the entire item selected in edit mode, that was the problem, I got a new displacement map now, lets see how that works : )
Its a much better displacement map than the previous one. the folds arent perfect but they blend much better to the rest of he object even without blurring. I will edit the displacement map tommorow in gimp and see if I can get better results, maybe I´ll need to create one more map. But I´m calling it a day for today. Thanks very much for all your help and have a wonderful day : ))
You too!
Hi Sickleyield and Dave,
Fantastic progress, Dave, it's inspiring to see what hard work and persistence can achieve.
I have a Blender-related question and thought if I ask it here and there's a way to do it, Dave and maybe others might find it useful too. I also figured if anyone will know this, it's SY. :) Though of course any answers welcomed from any knowledgeable Blender users.
I've been making clothing over a base figure shape, the same way I used to in Hexagon. However, in Hex I could keep the base figure solid and the clothing mesh could be semi-transparent, making it easy to see how the clothing will follow the form below. I know Blender has the wire frame but I find it hard to tell one mesh from another in that (it's fine when all vertices are selected, but both wireframes are purple otherwise). Maybe I've set that up wrong?
In any case, is there a way to make the mesh I'm editing semi-transparent rather than 100% solid or having to use wireframe? Someone suggested that this is called ghosting and should be possible, but the results I found for that term and Blender related to animation. So I'm at a loss right now.
It can be done, but it takes a couple of steps, because of course it does, this is Blender. ;D
1. Apply transparency to the object's material or materials. Check the box called "transparency" under the materials dialogue (this is under a button that looks a checkered sphere) and dial the alpha down to below 1.0 About 0.7 is pretty transparent. At first this only shows up in the material preview.
2. Press N to activate the viewport panel, and scroll down to where it says "shading." Change it from "multitexture" to "GLSL."
3. Go to the bar below the 3d window, where you see the words "Object Mode" (or Edit Mode etc.). To the right of those words is a dropdown that lets you choose "solid" or "textured" among other options. In "Solid," the default, nothing is ever transparent. If you change it to "textured" the new transparency will show up.
Perfect! Thank you kindly for the explanation.
No problem!
I'd start a "Sickle Answers Your Blender to DS Questions" thread if I thought there were enough people interested. ;) But either way I'm always up for helping if I can.