I want to focus more on what I specialize in, and that is morphs. I cannot dedicate any more time to this series regarding a male version. It is nearly mid year and I only have one release. Skin Builder 3 took a good 6 months to finish, a lot longer than what was expected. It was a really stressful project to do and it's why I didn't really want to do it again in the first place lol. Also, to do a male version would take around another +-3 months taking in all the testing and texture developement work that will be involved. This is my fulltime job and I have to reach my targets. A male version would seriously put me behind on all other projects that I need to get out.
Aside from not working in DS4.8, the resources folder probably doesn't contain user-facing files.
...the main one doesn't, but i remember in the previous version, clicking on any of the sub folders (like "Eybrows") brought up thumbnails for that folder.
But those are just png file. Right-click and select Browse to Folder Location.
You can do so. You can even share them, but nothing from the actual product itself.
Zev, slightly OT but can I add my own extra texture files to Skin Builder 2 as well? I can't see how to do it - is this something new with SB3? (SB3 is a great looking product by the way, I shall be getting it as soon as I have the funds)
I've recently bought the product and was quite charmed with it,
especially the function to adapt existing textures, allthough her I ran into a problem,
I tried to use the tan lines and gen hair on Amber (Daz3d / Addy), and Maryann (also Addy) that the textures where not quite right, moved , or something like that (I can post some examples if you like)
anyway after some checking , saw that the original textures were in 4000 x 4000, and the textures in skinbuilder are in 4096x 4096 ,
after resizing the skinbuilder textures to 4000 x 4000 and copying them (made new png in the material folder as descirbed in the manual) everything worked out fines.
I played with this product the other day. It's intuitive, workflow oriented, and simple for what it accomplishes. The ability to 'add options' is icing on the cake. Hopefully we'll see some add-on packs with more options from yourself or other PAs.
All the stress and time y'all have put into it really shows. It's an easy-to-use framework, essentially, capable of creating some unique skins.
Congrats and I look forward to the morphing products you move onto next!
My first run with SB3. I like the number of options, and the interface is pretty intuitive. Dreamlight's video review helped, btw. So thank you so much Zev0, this is a great product. I'm very happy that it can individualize my characters.
This is Eva 7 with some youth morphs. I used a medium and light skin base, freckles, acne, tan lines (soft) and fine detail. I lost the nail texture somewhere (but I may not have actually applied it after choosing the color?) so they came out white. The figure in the back is only SB3, the figure in the front was run through N.G.S. Anagenessis. I'm not sure how much that added - it's less orange (maybe a function of the tan plus skin tone?), but to me the freckles look etched in (but that is probably fixable with a top coat applied, like tattoos). The tan lines are very subtle - they didn't show up at all in the preview but I can make it out a little on the front Eva's side (maybe) - I should have gone darker and/or less orangy.
I've recently bought the product and was quite charmed with it,
especially the function to adapt existing textures, allthough her I ran into a problem,
I tried to use the tan lines and gen hair on Amber (Daz3d / Addy), and Maryann (also Addy) that the textures where not quite right, moved , or something like that (I can post some examples if you like)
anyway after some checking , saw that the original textures were in 4000 x 4000, and the textures in skinbuilder are in 4096x 4096 ,
after resizing the skinbuilder textures to 4000 x 4000 and copying them (made new png in the material folder as descirbed in the manual) everything worked out fines.
is there another way to solve this ?
but still love the product ...
It would be better and easier to resize the character texture files rather than the skinbuilder files. 4096x4096 is kind of the standard resolution skins should come at. If skinbuilder files is now resized to 4000x4000 it will not work on the bulk of skins on standard size. So I would recommend resizing the skins rather than the product. It's less files to change anyways.
I'm getting a bit frustrated with this, most of the skin details blotchiness etc are so subtle that I'm having to apply it several times to get it to be noticable, and the body colour blends apply but don't render; I applied a dark green 3 times, the preview shows the colour added to the arms but when rendered it doesn't show up.
If you mean the blotches then yes after applying them several times in a nearly black green they eventually show - but the graduent colour on the arms isn't rendering at all.
The first image is the preview the second the render.
That's weird Scorpio, I have one with the blended arms I'm working on now and its showing in the final render tests. I'm at work at the moment but I will try and test some out for you later tonight. What character are you using? And what skin did you start with? If I have them I will try and at least start from the same thing.
Oh and did you move the visibility sliders all the way up on the blotches? Its set to 50% by default I think. I just noticed that myself last night, so maybe moving that up to 100% would help (apologies if you already tried that)
Make sure multiplicative blend is selected and perhaps check match color for the blend color settings. The Iray preview doesn't seem to show it but it will apply and actually render whatever insane color you choose as I tried it with a gashtly green that rendered almost black it was so avocodo.
Okay I love this product. I am so sorry it took so much time to create. I want to thank you for making it. This is so much more than I expected! If anyone is on the fence about getting it, they should jump right in, especially if they like making their own characters. Ok, you can go make more morphs now. THANK YOU! THANK YOU! THANK YOU!!!!!
Oh and did you move the visibility sliders all the way up on the blotches? Its set to 50% by default I think. I just noticed that myself last night, so maybe moving that up to 100% would help (apologies if you already tried that)
Yep slider was at 100% it was also applied more than once. The skin is one built using SB3, the character is just a dial spin.
Rita I did render, the dark arms and legs only show in preview not on render.
After some fiddling and experimenting it seems that you have to do the blend before you do the blotches etc, otherwise the blend won't show on render.
Comments
I presume you're using a suitable version of Daz?
It needs at least, Daz Studio 4.9.2.70; I use it with Beta without issues.
Did you have Genesis 3 Female selected ?
This Error comes normaly when you dont select a character
If you have checked the things nicstt & Twilight76 suggest then maybe post your log file so we can see what it says (Just the lines relating to SB3)
The log is under : Help - Troubleshooting - View Log File
This must have been asked 100 times before, but Googling for it I've never found an answer.
Why no Skin Builder for G1/2/3 Male?
I'd happly buy a G3 Male/Female Skin Builder bundle if you did one.
I want to focus more on what I specialize in, and that is morphs. I cannot dedicate any more time to this series regarding a male version. It is nearly mid year and I only have one release. Skin Builder 3 took a good 6 months to finish, a lot longer than what was expected. It was a really stressful project to do and it's why I didn't really want to do it again in the first place lol. Also, to do a male version would take around another +-3 months taking in all the testing and texture developement work that will be involved. This is my fulltime job and I have to reach my targets. A male version would seriously put me behind on all other projects that I need to get out.
But those are just png file. Right-click and select Browse to Folder Location.
Is there a way to change visibility strength after you apply something or do you need to undo and re-apply?
It gets baked so you need to undo and re-apply.
Zev, slightly OT but can I add my own extra texture files to Skin Builder 2 as well? I can't see how to do it - is this something new with SB3? (SB3 is a great looking product by the way, I shall be getting it as soon as I have the funds)
It should work the same as SB3. Match icons and related textures that follow last option and script will find it.
Does it work on other anatomical parts too? Genitalia, tails, horns ecc...?
OK thanks I'll try again - maybe my naming convention was off (or something) when I tried.
Hello,
I've recently bought the product and was quite charmed with it,
especially the function to adapt existing textures, allthough her I ran into a problem,
I tried to use the tan lines and gen hair on Amber (Daz3d / Addy), and Maryann (also Addy) that the textures where not quite right, moved , or something like that (I can post some examples if you like)
anyway after some checking , saw that the original textures were in 4000 x 4000, and the textures in skinbuilder are in 4096x 4096 ,
after resizing the skinbuilder textures to 4000 x 4000 and copying them (made new png in the material folder as descirbed in the manual) everything worked out fines.
is there another way to solve this ?
but still love the product ...
I played with this product the other day. It's intuitive, workflow oriented, and simple for what it accomplishes. The ability to 'add options' is icing on the cake. Hopefully we'll see some add-on packs with more options from yourself or other PAs.
All the stress and time y'all have put into it really shows. It's an easy-to-use framework, essentially, capable of creating some unique skins.
Congrats and I look forward to the morphing products you move onto next!
My first run with SB3. I like the number of options, and the interface is pretty intuitive. Dreamlight's video review helped, btw. So thank you so much Zev0, this is a great product. I'm very happy that it can individualize my characters.
This is Eva 7 with some youth morphs. I used a medium and light skin base, freckles, acne, tan lines (soft) and fine detail. I lost the nail texture somewhere (but I may not have actually applied it after choosing the color?) so they came out white. The figure in the back is only SB3, the figure in the front was run through N.G.S. Anagenessis. I'm not sure how much that added - it's less orange (maybe a function of the tan plus skin tone?), but to me the freckles look etched in (but that is probably fixable with a top coat applied, like tattoos). The tan lines are very subtle - they didn't show up at all in the preview but I can make it out a little on the front Eva's side (maybe) - I should have gone darker and/or less orangy.
It would be better and easier to resize the character texture files rather than the skinbuilder files. 4096x4096 is kind of the standard resolution skins should come at. If skinbuilder files is now resized to 4000x4000 it will not work on the bulk of skins on standard size. So I would recommend resizing the skins rather than the product. It's less files to change anyways.
Render comp is now up. Look forward to seeing what you guys create. Below is the link.
https://www.daz3d.com/forums/discussion/164986/skin-builder-3-render-competition-closing-date-31st-of-may-2017
Found it at the specified location, thanks dawnblade!
Sadly the button that says "View User Guide" does nothing on my installation.
We are looking into why this issue is happening on mac systems. For reference please post your Mac OS version.
Re: anagenessis: it uses the color map for top coat bump. I find that... odd. If you do, too, you can replace it with the actual bump map SB3 made
Thanks!
Is it possible to use this product for other anatomycal parts like tails?
I'm getting a bit frustrated with this, most of the skin details blotchiness etc are so subtle that I'm having to apply it several times to get it to be noticable, and the body colour blends apply but don't render; I applied a dark green 3 times, the preview shows the colour added to the arms but when rendered it doesn't show up.
That... seems pretty noticeable to me?
If you mean the blotches then yes after applying them several times in a nearly black green they eventually show - but the graduent colour on the arms isn't rendering at all.
The first image is the preview the second the render.
That's weird Scorpio, I have one with the blended arms I'm working on now and its showing in the final render tests. I'm at work at the moment but I will try and test some out for you later tonight. What character are you using? And what skin did you start with? If I have them I will try and at least start from the same thing.
Oh, I see what you mean. Hmm.
Oh and did you move the visibility sliders all the way up on the blotches? Its set to 50% by default I think. I just noticed that myself last night, so maybe moving that up to 100% would help (apologies if you already tried that)
Make sure multiplicative blend is selected and perhaps check match color for the blend color settings. The Iray preview doesn't seem to show it but it will apply and actually render whatever insane color you choose as I tried it with a gashtly green that rendered almost black it was so avocodo.
Okay I love this product. I am so sorry it took so much time to create. I want to thank you for making it. This is so much more than I expected! If anyone is on the fence about getting it, they should jump right in, especially if they like making their own characters. Ok, you can go make more morphs now. THANK YOU! THANK YOU! THANK YOU!!!!!
Yep slider was at 100% it was also applied more than once. The skin is one built using SB3, the character is just a dial spin.
Rita I did render, the dark arms and legs only show in preview not on render.
After some fiddling and experimenting it seems that you have to do the blend before you do the blotches etc, otherwise the blend won't show on render.