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© 2024 Daz Productions Inc. All Rights Reserved.
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I found all the mask files in runtime/textures/DSZV and I know how to open files in a stack in PS. I might need a tutorial or two from them on.
I also have the Mask and Multipass Toolbox but I'm not sure how that might help me. I guess I could isolate a skin in its own layer and then add the other mask layers on top?
It's easier you post screenie of what you trying to do and I can help from there if you get stuck.
That might be difficult because I'd be breaking the nudity rules. When I get to the point of playing with the masks I might be able to isolate areas to show you - but I'm some way off that point yet.
The issue is that I have G2F with these 3rd. Party gens which make it difficult to overlay tan-lines and hair. The product has something called a Texture Creator which matches the base skin of the character but overwrites any detail such as hair or tan lines. It is a geo-grafted add-on.
I have your freckles add-on which is PSD layers but masks are a little more challenging. I'll watch a few more tutorials and it should become clear but it occurred to me that I have that Mask Toolbox which might come in handy although I'm not clear how just yet.
Yes and no Richard. Yes the main part of the script is for building the base which is self contained. However all additional options can be used on any other 3rd party skinset also using V5 Mapping.
Sorry, yes - I was just meaning to say that the results will to an extent depend on the textures used as a base - though that wasn't the problem here in the end.
Sorry, yes - I was just meaning to say that the results will to an extent depend on the textures used as a base - though that wasn't the problem here in the end.
Well, this is something else I didn't understand from the outset. I thought that the extra options (tan lines, gen-hair, etc.) were all dependent on the base texture having been built by Skin Builder. Reading these comments I decided to try to apply them to a V5 skin (V5 Bree) and lo and behold, it works! No Skin Builder Base texture required.
They're designed to work on any texture set based on V5 UV:) As long as the selected base is mapped using V5, you can apply them. On the promo's you will see compatibility. Eye builder, Eyelash Builder and Nail Builder are the only ones that can work with any UV figure mapping.
Zev, if you have a moment, could I PM you (I can't post images here without breaking the rules).?
I'll check it in a bit.
No hurry - I think I have it figured out now, thanks.
Thanks to the sale today I picked this up, along with Pose Builder. I am looking forward to learning and playing with both.
Thanks for these!
Just wondering what was the official word on a masculine version? I forgot what it was.
Using the base skin builder, I find the resulting skin is rather flat... Not much texture or details.
Is that just the breaks or am I missing something?
Are you using the Skinbuilder shader or is it converted to Iray?
Converted. Do I need to bake it first?
Can you show me a screenshot of the flatness? I'm looking at the skinbuilder shader now.
Away from computer, when I get back I'll go step by step and see where I might have trouble, thanks.
Ok cool. I am busy with a convert SkinBuilder to Iray preset type thingi, but in the meantime, show me your results, the more info the better.
Ok, more substantive:
The problem I'm running into isn't flat _exactly_ so much as the fact that the skin produced is very even. It lacks the variations that one expects from regular skin. This is particularly noticeable if, for example, you compare a dark skin with Benjamin.
It might be useful if there were some maps in Skin Builder or Skin Overlay to add some variegated options.
Ok, getting the hang of this and getting much better results. I think I was using way too saturated colors on top of the basic maps, when I should probably just leave it alone and mix the base skins.
Any timeframe on when we might see a Genesis 2 male option?
Hmm. A while back I asked about the possibility of add-on packs for Skin Builder. Since then we've seen Lie-Baker and Save and Share, but nothing new for skin builder itself. Are there any chances of expansion packs with more skins/freckles/,makeup/tanlines/etc. coming out in the future (not to mention the much desired male versions)?
One addon I am experimenting with is a gradient overlay type option with different areas for Skin Builder. So say you want a colour to fade into the skin, you would dial in that colour onto the gradient layer. EG I have a gradient layer for the arms, you would add a colour to that, adjust its opacity and it would blend into the rest of the body. Now this will also be useful for people who want different tones, eg slightly redder legs etc. But I would need to find the time to take it further. I want to get an Iray Shader for Skin Builder done as well. But my enemy is time. I have a schedule of product releases I have to stick by since I do this full time and I cannot afford to stray from that, or it can really bite you financially.
With regards to a male version of Skin Builder, It is not high on my priority list at the moment because I would need to dedicate around two months to do all the texture work, something I am not really looking forward to since all that texture work is really draining. And I don't like doing texture work to be honest:(. Then we still have to test each overlay and texture in the scripts. (bleh) So am I putting it off? Probably, that's only because the first Skin Builder really tired me out and I don't know if I personally want to go through that again lol. Plus this time i would have to do male gen textures and match the seams, which is a real pain on it's own (I would have to do 4 different ones lol) So chances of me getting excited about it are slim. (Trust me I tried) And I need to be excited about something in order to start production on it, or I will just add it to the endless list of unfinished projects. Maybe one day my mind will change, but not right now. :P
Would the gradient apply to other elements of the shader? Could be interesting to have, say, gradient worked into translucency or whatnot.
Well the way I drafted it now is that it works the same like the tan line overlay in application. But instead of it being tan lines, there wil be different masking options.
Love this product and looking forward to a future Iray version. These days everything is Iray for me
But I do have a question regarding the main figure used in the promos for SkinBuilder.
I saw in another post that the character is Portia, which is great no need to ask that now. But which hairstyle do you use on her in the SkinBuilder promo shots?
Apologies if this was already asked but I only scanned the thread and didn't see it asked.
Cheers.
http://www.daz3d.com/mavka-hair-for-genesis
That was a very quick response. Thankyou very much. :-)
Forgive me if this has already been asked in another thread - but will you be doing a G3F version or update for Skin Builder? Or perhaps something that could convert our already made skins from G2F to G3F?
Speaking for myself, I know I'd be ridiculously grateful if you did.
No idea to be honest. The release of Genesis3 kinda messed up my entire product planning schedule lol. Now I have to rush to get the essentials out for her, then afterwards I can restructure and plan what comes next.
That makes perfect sense (and it sounds like no one got warned very far in advance from what I'm seeing). I'll wait and see, then. :)
As always, if you need a beta tester... ;)
F.Y.I. a skin mat converter for G3F, is not possible as a script alone. And the ways to do it, require other tools that are not exactly a one-click silver bullet. As grateful as, many, would be for such a thing, it just is not possible, not the way so many want.
Every way I look at it under the hood, it’s impossible in Studio alone with just a script, to automatically do a clean G3F UV conversion. It will require a lot of manual work on each map outside of Daz Studio to clean up edges, and relocate stuff on the map images, to convert them to UDIM.I'm sure, almost all of Skin builder's internals would have to be completely rebuild from scratch for G3F. Not an easy task, and not a one-day job.