V4 Eyebrows and Genesis

IaconagraphyIaconagraphy Posts: 226
edited December 1969 in The Commons

I may be slightly obsessed with Surreality's characters; especially the skin textures. I have almost all of the ones available here at Daz. lol Last night, while I was working on a pinup of a girl on a motorcycle using a custom G1 morph, I discovered an issue with these skins (originally designed for V4) when applied to G1: the eyebrows. There are many gorgeous textures for eyebrows (in this particular case, I'm using Modern Muses Bastienne), but as we all know, eyebrows on Genesis work differently than eyebrows on V4, and the lovely makeup texture which I have applied does not include the eyebrows; the eyebrows are a separate texture. Anyone know a quick fix for this, I hope? She looks a little odd with "eyebrow bumps" and no color there....

Thanks in advance for any and all help!

Comments

  • MistaraMistara Posts: 38,675
    edited December 1969

    you could use a photo editor to merge the eyebrow texture with the head texture ?

  • IaconagraphyIaconagraphy Posts: 226
    edited December 1969

    Began an initial try on that last night, and quickly discovered that the eyebrows were not exactly the same size and position as they would be on the finished face (or, at least, they didn't seem to be to me). With a lot more time than I spent last night, it would be doable, but yikes, that's a lot of eyebrow files to eventually have to edit in this way, if I can get it to work...lol

  • NovicaNovica Posts: 23,887
    edited December 1969

    My Art Studio thread has focused on the V4 corrected UV map the past week. That product fixes the eyebrow area, nose, and mouth quite nicely- eyebrows bush out/thicken on most of the V4 characters. Link and examples start here:
    http://www.daz3d.com/forums/discussion/38051/P1455/#655747

  • LuckBeLuckBe Posts: 93
    edited December 1969

    You could always apply the eyebrow texture to a geoshell, so you don't have to manually add it to the skin texture. That gives you the benefit of being able to set separate specularity and bump settings for it, since eyebrows don't have the same properties as skin.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited August 2014

    If the eyebrows are a separate piece, check out Vaskania's tutorial here (and further on down the thread is information on alternative methods).

    Post edited by Scott Livingston on
  • MistaraMistara Posts: 38,675
    edited December 1969

    maybe it's possible to copy v4's eyebrow plate to v6 as a parented prop with autofit?

  • IaconagraphyIaconagraphy Posts: 226
    edited December 1969

    I've been working with Daz for quite some time now, and must humbly admit I had never even known the geoshell feature existed til now. THANK YOU! That is a truly awesome tool, and it will make my life MUCH easier in future!

    I fixed her eyebrows in a matter of minutes, and can easily do this again with other V4 skins on Genesis that have a separate eyebrow texture.

    The process, for anybody out there who, like me, had no idea this was even there:

    Select your Genesis figure in the Scene tab.

    Go to Create, scroll all the way down, and choose New Geometry Shell....

    A dialogue will pop up; choose parent to selected item.

    Select your new Geometry shell (which you will find somewhere under Genesis' listing in your Scene Tab).

    In Surfaces/Color, find the Face of your new shell in the list on the left, and change the diffuse to the color/texture you want to essentially "overlay" on Genesis; change the opacity to 100%, and apply the appropriate image and bump maps so that only the eyebrows will show.

    Go through the rest of the list on the left, setting all other opacities to 0.

    TADA!

    (You may have to move the eyebrows around a bit, using the dials in the parameters tab, but other than that, this is very easy to do, and a total godsend! Thank you so much, ladychance!)

  • LuckBeLuckBe Posts: 93
    edited December 1969

    No problem at all. :D I love geoshells- they're sooo useful. Glad I could help!

  • cwichuracwichura Posts: 1,042
    edited December 1969

    Go through the rest of the list on the left, setting all other opacities to 0.

    A suggestion: instead of zeroing the opacity on the unneeded shell surfaces, go to the Properties pane with the shell selected in the scene list and turn off the visibility of each of the unneeded shell surfaces. This results in less mesh references at render time, which should speed things up a bit. And its critical if you export to 3rd party rendering engines (like LuxRender), as it prevents duplicate mesh export for the unneeded surfaces.
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