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Thanks so much. Think I got it now.
OK.... this is crazy. How do I fix this? I turned on the Mirror for the shirt. Shows things very much parted in the middle. Not good at all.
Grrrrrrrrrrrrrrr
I'm sure there is a way make sure this doesn't happen but here it is. It happened. Lucky me.
:blank:
Well, I saved it out, brought it into DAZ Studio and moved it into place since I still don't know how to bring in a figure like that without a zillion parts being cut into pieces that make up Genesis. Saved it back out with the right obj coordinates and it's good. WOW.... that was freaky. It was off by a bit X Y & Z wise!
:bug:
Will loose all my zones though since importing it into DAZ Studio kills zones. At least for me that always happens. It will be just one solid suit now. It's OK. Perhaps some kind soul can tell me how to export Genesis so it's just one full obj without any zones so it imports into Blender that way. Kinda like a clothing mannequin. That's all I need it for right now.
OK, created a new file with the repositioned mesh along with the older mesh with the zones in case there is a way to transfer those to the repositioned mesh.
Another issue I'm seeing is that what I thought were bumps that I need to smooth out, some were and are smoothed now, but it left me with some verts that are lighter in color. I tried flipping them to see if that would help, nope. No good there so not sure what's causing that. These are the verts that I built when fixing the mess that ZBrush made.
The black line is not on the suit by the way. Suit seems better now with the mirror turned on.....
Hi...
Hmmm.... well there are two things off the top of my head that I can think of that could cause this....
First would be that those faces are smoothed... second would be that those faces have a separate material assigned...
You could select the mesh and then in the Mesh Tools click the Flat or Smooth button under Shading and see if that changes the way they look...
Or go to the material tab and see if there is more than one material listed for the object... if there is, then in Object Mode just select and delete the second material...
nicci... :)
Perhaps the order of the modifiers - subdivided before mirroring?
Turned out to be the material. I still see 3 other "globes" where I an add more. So are they for specific things (ie: Diffuse, Bump, Transparency, Specular)
Thanks again for the help!
EDIT: OK, figured out the material area. + - and x are good. In Edit mode I was able to select the areas and then assign the selected material to the the one I wanted by selecting and click "assign" button. I had 4 material areas for some odd reason but now there is just one and all are shaded a nice green color so I can keep track in case anything odd happens.
I love learning, esp when it makes sense to me! :P
Is there a tutorial I can read or better yet, watch, that will instruct me on how to assign group and material zones to the suit?
Vert groups are probably unnecessary since TU will overwrite them, but it is a good skill to learn for 100% custom no-TU rigs if you get to the point of wanting to do those. Here:
Mat zones:
http://www.youtube.com/watch?v=29plyV7xMHA
Mat zones:
http://www.youtube.com/watch?v=ccmVq_fTPw8
Thanks hon. Something to watch maybe at work in-between clients.
OK... imported in Genesis, selected all of Genesis and clicked "Join" which kept all of the material groups but made Genesis into a nice single object which keeps my scene a bit nicer. Selected the SuperSuit and then chose "Selected" in the drop down in the "Layers" area (as I like to call it). Now I have a nice clean area to work in without all the clutter of the old suit which I have turned off all of it's group parts.
I just picked up Issue 55 of 3D Artist magazine which contains a 25-page Blender special. The coverdisc has 7hours of Blender tuition on it described as "Introducing Blender for experienced 3D artists"... but my disc has got some of that gum on it they use to stick the disc sleeve onto the mag cover, so can't say yet what they cover in it.
There's also a "Sculptris Starting Pack" that seems to contain some sculpture resources (from human to beasts & dragons, materials and brushes (presumably these are extra to what normally comes with the main Sculptris download.
...but there is what looks like a really good tutorial video split into 11 parts, so could be quite long "Styling and Rendering Long Hair with Blender and Cycles"
DANGIT... I get Imagine FX. Sub just ended. Maybe I should switch to 3D Artist. Really wouldn't mind that newest issue. Thanks for the heads up.
If anyone else knows of a tutorial for creating material zones in Blender please post links. While the two that SY posted had some info in it the information didn't really cover what I was looking for.
Gracias!
Can't find anything on multiple material zones... the only suggestion I've seen is to split object up and texture each part separately, then join it back up again - but person suggesting that isn't even sure that would work. Might be easier to do different mat zones in another program? (but considering everything else Blender is capable of, you'd kinda expect this to be something it can do)
Oh, incidentally, the cover disc videos are not actually on the disc, the videos are links to stream them over the internet.
The preview clip for the hair tut is on YouTube http://youtu.be/WVJyGzPJIeQ
I just bought the digital copy from Zinio. I'll see how that goes. It's my first time buying a digital magazine.
Yea, I would expect there are tutorials out there in how to create material zones but probably will have to dig a bit....
Thanks Jabba!
Muh? Not even remotely. You assign faces to materials in edit mode. You can have as many mat zones as you want.
The mat zone dialogue button looks like a shiny sphere and is usually over in the right-side buttons (where the vert operations and modifier stack are). It's fourth from the right, two to the right of the modifier stack's little wrench button.
To add a material you must have an object selected in object or edit mode. You can only delete them in object mode.
Click the plus sign on the right of the mat zone's little window to add one.
Now you must also click the "New" button at the bottom of that little window, and type in the box to change the word "material" to a name.
By default it will assign all faces to the first material zone you create. Unlike vert groups, you can't "remove" faces from a material except by adding them to a different material.
You create a second material in the same way as the first, by clicking + then clicking New and giving it a name.
Now that you have a second material, select all the faces you want to go in that mat zone. Click Assign in that same materials dialogue. You can check that it worked by pressing A once or twice to select/deselect all, then clicking "select" with the name of the new material highlighted. If you did it correctly the new mat zone's faces will be selected.
You can repeat this a hundred times if you like. There was once an upward limit of 15 materials but they fixed that a while back.
OK... thanks hon. Stupid question time..... in ZBrush there is a Masking selection and then a way to assign new material zones to the masked area(s). So I'm kinda used to doing i that way and it's very fast. I'm sure there is a fast way to select areas in Blender but not sure when doing an operation like this. Can you edumicate me??? :P
You can use ctrl+L to select all connect verts/faces to a selected vert or face. This is useful in a mesh with a lot of subelements (e.g., buckles, bows, and other not-directly-connected details).
When you don't have subelements but you want to select out, say, an arm, here's what I usually do.
Choose the area where you want the border to be. Narrow it down to one edge loop (one circle of verts around the arm, let's say).
Alt+right click on an edge (not a vert) to select that whole edge loop. With your wonky chest geometry this may or may not work, but it should at least in some areas. One of the reasons quad-based geometry with no vert connected to more than four edges is sometimes preferred is that it enables this kind of selection and management. I still use triangles etc. myself but not in edge areas if I can help it.
Press H to hide. Now you can ctrl+L on just the arm area and it will only select the arm because it's not "connected" by the hidden area any more. Alt+H will unhide the hidden faces and add them to the selection.
Now you have an area selected to add to a material. With practice this is a very fast method.
Thanks so much SY! I so appreciate your advice. I'll give this a try. I would do it now but I have company coming over for a remembrance of a friend that past away 2 weeks ago, Fred. I probably have mentioned him here and there but he passed away do to complications of Pulmonary Fibrosis. Just 54 years old. We were going to have the gathering downstairs but the guy that was assisting him is taking over the apt and well... it's a pigsty, literally. So he made excuses and I offered my place so I'm cleaning and readying the place for company. I'm going to suggest we go eat out though. I have NOTHING to offer. Too much last minute. Sigh.....
Hi...
I'm so sorry to hear about your friends passing... I've been there, just remember the person that he was and the times that you shared...
Best wishes to you all,
nicci...
Thanks so much hon. Just waiting on the company now. House is as good as it's going to get! Looks comfy and clean!
OK.... got it done. WOW... was very easy like SY said. Funny thing about the loops I put into the suit originally in ZBrush, they seem to be strong markers so when I selected each loop as I went along and used the Ctrl + (on the number pad) it would simply stop at the end of each loop so made this process even more easy. YAY!
Sickle, your concern about the oddity of the mesh seems to be for naught. The Ctrl + marched right up the mesh and selected every one of those verts around the pec area without a hitch!
OK... I need to know something else. Do I need to delete Genesis when I get through taking care of some of the poke throughs? If I remember correctly I had Genesis in the scene in one of my earlier tries and even with it turned off in the properties area it still got exported with the suit. So if there is a way to keep this file WHOLE, I'd love to use it as a base file for making other clothing with this suit and I want to keep Genesis as the "manikin" if possible.
Great, I'm glad it's working for you. :-)
If Genesis is not selected it will not be exported. You select by right-clicking individual pieces. If you're having trouble selecting clothes without selecting the body you can hide it using the aforementioned H key.
Hi...
As long as the Genesis figure and your suit are two different mesh objects, then you can export only the suit...
In Object Mode, select just your suit... then in the Object Export options check the box that says "Selection Only" that will export only the suit...
nicci... :)
Thanks for the tips.
Another question. Is the shrink wrap good? Has anyone used that yet? Does the outer part need to be over the target mesh or will it correct parts of the mesh that are sunk into to the target mesh? Just seems like a great idea to finally have shrink wrap available but don't know diddly about it.
OK... got that done but want to do a little more work on it before the final export to test conforming to Genesis.
More good news. Imported the saved out obj into ZBrush... not one complaint. Looks really good. Apparently when I created these material zones ZB reads them and when I click on the Auto Groups button it makes colored groups, which never happened before. I think Blender is even more brilliant that I ever thought!
Edit: I should know better by now. Just do what you want. Best of luck to you.
Hmmm, the suit is welded though in Blender. There are no Vert groupings in Blender, only Material Groups.