Looking for some help
DoomsdayCM
Posts: 0
Okay, so each piece is an individual .obj file. What I need to know is how do I make it where it auto attaches to the body part where it belongs and how do I make it bend and shape (Mainly for the finger/gloves) when I repose the model?
Carmine.png
600 x 925 - 215K
Carmine_Armor_M4.duf_.png
91 x 91 - 6K
Post edited by DoomsdayCM on
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If anyone is interested I was hoping do several different armors, helmets, boots, etc.
If anyone is interested in helping I can do the .obj if anyone knows to to make them DAZ friendly.
Is the model Michael 4? Looks like it. I don't know how to make conforming clothing for Generation 4 characters in Daz Studio, only in Poser. But, I do know how to do clothing for Genesis in Daz Studio. I've been meaning to learn the former, but haven't gotten around to it yet because I think Genesis is amazing and can't help designing for it (him/her?).
If you have Poser, you can create conforming clothing using the Setup Room, choosing Michael 4 as your base skeleton. Once you have created the clothing in Poser, you should be able to use it in Daz Studio as well. Of course, I hope someone else will come along here and tell you how to do it directly in Daz Studio so you can skip a step. :-)
I will be subscribing to this post... maybe I can learn something as well. Good Luck, I like what you have designed, there.
Yes, this is a slightly bulked up M4.
I do have poser 8, but with my workload and new baby on the way and kids, etc, etc, etc I will not have the time to dedicate to this as it is a side (personal) project. That is why if anyone is interetsed in helping I can pump out the parts (Boots, Helmets, etc) and pass that on to someone who wants to work with me and release a free Gears asset pack sometime inthe future for DAZ.
If no, then I will have to manually do each piece one-by-one and that will take a LONG times since I have all the character assets for GoW, lol.
While you're modeling the outfits for legacy rigging, hope you're also grouping them as rigging in D/S requires that to be done in the modeler.
Nope, simply dissecting the models to the individual pieces, saving as individual .obj files, importing aligning and sizing and saving as scene subsets and presets.
I don't have time to dump into this like I wish I did, but again if anyone wants to help it's welcome
Well I'll reply here so nobody thinks I'm offering 'cause I'm not. I don't have time right now to remake and resurface the models. So if somebody else wants the work, it's yours ;-)