Adventure Land Outfit for Genesis [Commercial}
Mada
Posts: 1,981
If Once Upon a Time is the destination for your Genesis characters, than this is the outfit for them. Turn your man into a fairy-tale hero with this handsome garb that is both Robin Hood and Peter Pan approved.
Outfit : http://www.daz3d.com/adventure-land-outfit/
with textures by Sarsa : http://www.daz3d.com/adventure-land-outfit-textures/
and poses by Puntomaus : http://www.daz3d.com/nimmerland-fairytale-poses/
pop-up03_adventurelandoutfit_.jpg
1000 x 1300 - 184K
Post edited by Mada on
Comments
Looks very good! I immediately grabbed it. Especially when there is such a big discount right after release...
Looks very nicely indeed but when I open it in store I sometimes don't see your name in a vendor line, Mada (I see DAZ3D and Sarsa). I think this is some sort of glitch -_-
And one of those glitches that don't affect everybody:
Shop more by: DAZ 3D Mada Sarsa
How sad it's not for Michael 4.
It works very well with other Genesis things.
Here I used the full outfit but I combined pants and hat with Elven Warrior boots and tunics, and jacket with belts with own skirt. Elven Warrior even has a texture expansion that works with Onyx texture out of box :)
Do the acorns have a separate material zone so they can be turned off? It looks as if they do in one of the promo renders, but I want to be sure.
Yes, they can be turned invisible via separate material zone :)
I know you've continued to support Victoria 4; is there any possibility of an M4 version of this outfit? That jacket and those boots are to die for. :D
Since these are Daz commissions probably not, sooooo sorry.
I try to add as many material zones as I can - but also with Daz Studio you have much more control over surfaces - you can select surfaces/polygons and assign them to other material zones on the fly - so if something is not to your taste and its not separate, its not too hard to make it separate :)
Click on the polygon group editor and go to the tools tab, select the polygons you want to change (control and + key to expand selection), right click on the surfaces heading and choose "create surface from selected" and give it a new name. Now you can use the eye icon or opacity slider in surfaces to hide the surface. (hope that makes sense, I haven't had my coffee yet - its early here lol)
I try to add as many material zones as I can - but also with Daz Studio you have much more control over surfaces - you can select surfaces/polygons and assign them to other material zones on the fly - so if something is not to your taste and its not separate, its not too hard to make it separate :)
Click on the polygon group editor and go to the tools tab, select the polygons you want to change (control and + key to expand selection), right click on the surfaces heading and choose "create surface from selected" and give it a new name. Now you can use the eye icon or opacity slider in surfaces to hide the surface. (hope that makes sense, I haven't had my coffee yet - its early here lol)
Thanks a lot for the quick overview. I've never tried to use that tool but it sounds great. [I'm seriously impressed with how far DS has come with its development tools - with the way Casual's adddons are going the darned thing may be able to stand on its own pretty soon.]
Can the custom material zones be saved in such a way as to be redistributable? That would be fairly nice for a couple commercial outfits and many of the freebies out there. Layering alone just doesn't go so well if you neeed different material effects as well as textures.
I'm picking up the outfit...you don't even know how badly I needed something like this. The hat especially. I was grinning like an idiot in the lunch room when I saw.
EDIT: And thanks to Kattey as well. :)
Since these are Daz commissions probably not, sooooo sorry.
I understand. It's a beautiful outfit; I may have to pick it up anyway sooner or later. :)
mmm interesting question, I'm not quite sure - if I had to speculate I would say yes - it would probably involve distributing the UVMap with the new surfaces but I haven't tried it so I'm just guessing here.
I understand. It's a beautiful outfit; I may have to pick it up anyway sooner or later. :)
I can retrofit it to M4, I think, but I can't imagine how I'd have to RTE the result for redistribution. Genesis or M4 are out of question. Original outfit would be ok, I think (one of important duf files, for example, as a key) but if you want M4 version there is little reason to buy Genesis version.
Edited to add: it is certainly possible to do but due to differences in groups between Genesis and M4 it will require more time than I can commit -_-
One way to do it would be to load Genesis and M4, zero M4, dial M4 iconic morph on Genesis all way up and carefully position Genesis legs so they are in the same position as M4 legs (zero poses for those two figures are somewhat different)
Then fit all clothes to morphed positioned Genesis and export them one-by-one on Poser (or whatever scale you need) as obj, using existing groups.
Difficult part would be to edit those groups in some modelling editor without breaking UVs, so they'd match M4 groups (for example, abdomen 2 will dissolve partially into chest and partially into abdomen, there will be no pelvis, etc. It is possible to do but I don't think Hexagon can do it as Hexagon considers every group to be a separate object and re-grouping this way may break UVs and morphs later. But Cinema4D (I think) and any other "soft" grouping modeller can do that much more delicately.
After that you can import objs back into DS/Poser and rig them as usual M4 clothes, which shouldn't be difficult as they are very tight and there are no custom bones.
In same way you can even export and re-import morphs for the outfit.
mmm interesting question, I'm not quite sure - if I had to speculate I would say yes - it would probably involve distributing the UVMap with the new surfaces but I haven't tried it so I'm just guessing here.
UV sets are a per-surface setting, they don't store the surface polygons in a way that lets them regroup. I think it would be necessary to share the base .dsf files to distribute new groupings, which means RTEncoding or the like, though at least in principle it should be possible to script the group changes.
yeah after looking into it I concluded that redistributing the new info would be more complicated than I realised.
Sorry to necromance this thread, but given the new capabilities of the next iteration of Poser (namely, the Fitting Room), I was wondering if Adventure Land supported the Michael 4 morph (for Genesis)? It's the only Gen4 shape I don't see listed in the morph (despite seeing derivatives of M4, like H4 and F4).