combining meshes (genesis question)
assmonkey
Posts: 0
Okay, I'm working on a character, and I'm using the creature add-ons for G2F
What I need to do is combine the ear & tail mesh to the G2F base (which I can do) I wanted to make it 1 UV map so I can do a custom texture map for this character
What I'm not sure is...does the rig of e ears & tail stay when I do this?
Comments
You can not combine them in the method your describing. You will need to make the textures for each part from the template for them or you could work over another texture for the items on a new layer and save your new Layer as the texture. You will then of course need to match your textures across the seams. OR you need a tool that will allow you to Paint your new texture on the full 3D mesh of the figure, I've never tried those, but I think it is doable. I have the same issue with some characters I have designed. Textures for different parts I mean.
...Yes I can
It's called exporting the mesh outside of Daz and do the leg work in Maya or any other 3-d program
So...again...does the rig stay if I do this?
That is a option I do not use so I have no information on the rigging. 99% of all my playing is done in DAZ Studio, Hexagon, PhotoShop, Paintshop Pro, and Poser or Carrara. Until recently my budget did not even allow for the cost of Poser or Carrara. I'm getting pretty good at texturing the UV templates by hand. It just takes longer but can be done. I do not need to worry over the rigging that way as I never need too.
Sorry I was not more help.
not sure what I'm doing for textureing yet
I think I'll be using Zbrush (or a program of the sort) with Substance Designer
If you combine the meshes into one you will lose the original rig.
you could flatmap it or create islands where you wish in Ultimate Unwrap or uv mapper of your choice
I did with Genesis
you import the new uv obj under surfaces the left lined top square
it will still keep same shading domains though.
messing with those risky, I have done it using polygon group editor and had to fix up at data level so not advised
No you can't.
Not only will you kill the rig, you will change the vertex point order when you add mesh, so you won't be able to import it as a morph back into genesis if that's what you're trying to do. Even then if you could, sounds like you would violate the EULA if you use the base and add mesh to it for a different use other that what you bought it for. The vertex count of Genesis usually has to stay intact when in use with other programs aside from anything geografted, if you're using it correctly.
You can add those items through geografting if you're ultimately going to use DS with the result, but the geografted items will have their own UV.
I don't think it violates the EULA unless you planned to distribute it. For personal use only, I can't see there being much of an issue. That being said, since geografts can have their own separate rig without messing up what makes Genesis so great to begin with, I'm not entirely sure what the intention here is.
You'd end up with a unique figure, but it would be a standalone, unable to make use of Genesis morphs or clothing.
not wanting to start a arguement here
but
excuse me, if he is using it to do a render he can do it in any software he wishes so long as he does not redistribute the mesh!!
I have myself decimated and texture atlased the crap out of Genesis to render it in Unreal game engine using matinee to produce a short video
this is NOT making a game btw
just trying an alternate render engine
quite perfectly alowable
if doing renders in Max etc other things might need to be adapted
and who knows he might well be considering buying the game developers license and working out if genesis meets his workflow
I btw decided it would not suit me if I made a game as it is more work than it is worth getting it in!
I do video renders myself a game would prob be something not mesh based but sprites if I ever did one anyway.
but each to their own if they buy the rights to do so.
Then it's probably good not to ask if it is a violation, right? There's enough online references to do that, however if it's posted here, it's most likely in the reference of using DAZ products and that point should ALWAYS be made regardless. If you don't tell people, they'll assume they can do it with no problem.
is a bit of an overreaction.
You could say:
you can do it (with difficulty), but you can only use it in your own renders. Redistribution would violate the EULA.
That's awfully vague and doesn't really say anything.
You got my point exactly; I said it without mincing words.
Not trying to hold your hand, I'm telling it so you definitely understand.
Then it's probably good not to ask if it is a violation, right? There's enough online references to do that, however if it's posted here, it's most likely in the reference of using DAZ products and that point should ALWAYS be made regardless. If you don't tell people, they'll assume they can do it with no problem.
Agreed.
That's awfully vague and doesn't really say anything. .
No, it is an accurate summary of the position.
No, it is an accurate summary of the position.
But my version you're not contemplating how to get around it because you weren't direct with them and make them actually think about how they're using the mesh. My version takes in account reading the other threads which lead to use in games, which someone said it like that and the OP tried to dance around the issue.