Converting shoes...again, with hexagon and with a trouble

almahiedraalmahiedra Posts: 1,351
edited March 2014 in The Commons

I'm trying to convert v4 shoes to g2f now. Complicated case which don't work well with autofit and need change in geometry.

I send shoes and G2F to hexagon and use deformer tool for reshaping the shoes (pic1). This tool is described in Hexagon manual, page 193.
It is more ease to stretch, rotate and move parts on geometries with this tool to adapt it on G2F. In less than five minutes I change OOT cover girl shoes from v4 to G2F (pic2). But surfaces are damaged in the hexagon proccess. pic3 is original from v4 shoes and pic4 is G2F shoes. If someone can avoid or repair this problem, I would like to know it, please.

I send shoes from DS4.6 to Hexagon in a convenient pose, next and send result to DS4 or save obj version and import this to DS4.6. In both cases, surface is changed.

4.jpg
360 x 419 - 17K
3.jpg
382 x 434 - 18K
tru1.png
500 x 500 - 90K
__deform1.jpg
981 x 836 - 152K
Post edited by almahiedra on

Comments

  • FistyFisty Posts: 3,416
    edited March 2014

    get uv mapper classic, it's free..

    Load the original shoes in it. Go to file -> export uvs. checkmark export material names, in this case don't checkmark export group names as that part seems to be fine in your refitted version. Press ok.

    Load refitted shoes in uv mapper, file -> import uvs, find where you saved them. All better. =)

    (I file this under "living with Hexagon as a primary modeler". Any time you look funny at Hex it will strip your material zones and/or uv mapping. Having uv mapper is pretty much a requirement. I primarily use it to check the material zones when I'm finished with a model do make sure it didn't leave any in default surface, it has a nasty habit of doing that.. it's very easy to select the offending polys and assign them to the correct matzones.)

    Post edited by Fisty on
  • FistyFisty Posts: 3,416
    edited March 2014

    And to fill in a couple little holes in Sy's instructions there is this utterly fantastic and life saving tutorial: http://www.sharecg.com/v/61954/related/3/PDF-Tutorial/DS4-TutorialRigging-High-Heels-for-Genesis-rev1?interstitial_displayed=Yes

    (okay, maybe not life saving, but definitely hair saving)

    Post edited by Fisty on
  • kitakoredazkitakoredaz Posts: 3,526
    edited March 2014

    The lattice deformer tool is good .
    thank you, I have not found the tool in hexagon,, untill you show the clear pic ^^;)

    Then I test with some shoes,, (We have learned too many ways to modify auto-fit shoes I think,, ^^;)
    and hexagon latice (or taper etc) tool seems remove shading domain,,

    But not worry about it.

    Because,, I use the modifier tool, to fit well for foot pozing gen2female.
    and export the modifed shape as obj from hexagon.

    then I will overwrite geometry of the shoes (Auto fit shoes, or transfered shoes etc,,) only.
    (so that not worry about surface gorup modified,,)

    You can use "Edit>Figure>geometry>up-date geometry"
    then select your exported obj.

    it change vertex positon as your exported obj.
    but it work for zero poze .. (not pozing shoes)

    then I need transfer rigs from current foot pozing genesis to the shoes.
    and memorize figure rigging.

    it change your shoes zero poze rigging as foot poze. then when shoes fit to the gen2female,
    and she pozing "shoe fit poze" the shoes shape must fit well (as same as you modified in hexagon)

    modifyshoes.JPG
    716 x 565 - 78K
    Post edited by kitakoredaz on
  • JaderailJaderail Posts: 0
    edited March 2014

    If you did not do the Update Geometry in Hex then your getting a UV stretch as the OLD UV is not following it like it would a morph. Or That is what I think your seeing.

    AND EDIT: NM it was covered MUCH better by another. Use UV Mapper is the better way.

    Post edited by Jaderail on
  • almahiedraalmahiedra Posts: 1,351
    edited December 1969

    Thanks guys!!! all information is extremely useful. I will test both methods.

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