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Lol I'll try it tomorrow and if I feel there are any additions to the tutorial that would help a novice like myself, I'd be happy to add them
Fantastic! Thanks so much! I wondered if you'd used it at one point and changed your mind :D That is way easier than the other way :D
Absolutely :D I will attempt to put that in the pdf too (or in a second one) when I can get someone to distract my kids :D
Sadly, its not an alternative to all the texture baking stuff as you can only copy the uvs from a gen2 figure to another gen2 figure, but it does make it easier to copy textures from say something with callie uvs and then s6 uvs without repeating as many steps, so it can definitely save you a bunch of time. (It means you only have to do steps 8-14 In your tutorial once, where otherwise you'd have to do them for any uv set you wanted to convert)
Hi there, I have an issue where after I bake, I click on the "Save All Images" but it seems to mash together all the textures into the one blank.png file (it's quite a mess!). How do I get it to save each individual texture separately (i.e. head/torso/legs, etc.)
You need to make sure you have assigned the vertices for each of the texture groups (torso/legs etc) to its own separate blank png in the UV/Image editor window. I think it's covered as a step in the tutorial that was posted earlier.
You are right! I accidentally assigned it to the same image! Haha ;D
Another question. The V4.2 texture maps are 4000x4000 while V4, G2F, G3F are all 4096x4096. Will the different resolutions affect the baking? Thank you Redz!
No as long as you've copy and pasted the V4 Uv and have that selected when you bake, the textures should still bake to the size you set your blank png. (At least that's been my experience)
The final size will be whatever size the blank image you've set for the area is. You can even have a V4 skin with some 4000x4000 and some 4096x4096 and some 250x250, but if your blanks are all 4096x4096, that's what they'll be once baked. Now, there will possibly be a slight quality loss going from 4000 to 4096 (it would be just like resizing an image), but because of the method, it should be a pretty minor loss. This method is a *lot* like developing pictures (the old school way). You have a projector that projects the image onto a blank slate and burns it in (basically). The original image (your negative) is tiny, but you can still blow it up to an 11x14 photo without issue.
Very cool, thanks for the tips guys! Will try and see how it goes :)
Worked like a charm, thanks Redz and ChangelingChick!
I want to say a big thank you for the tutorial!!!!!!! Thanks so much :-) I never used Blender before and I was really exited if it will works for me or not, but with this tutorial I was in good hands :-)
Thanks for sharing=-)
Can this be used to translate the normal maps too or is there a way to have Blender create new normals through the baking process? In the Bake Mode dropdown I see a "Normals" option but I'm not familiar enough with Blender to know what this does or what setup it would need.
Whatever maps you set as the texture will get converted. You can do all the utility maps for a character, but you'll have to do it one type at a time.
Any chance we'll ever see a version of these morphs for G3M?
You are the bestest!
Awesome :D I've been using a circuitous route through G3F to convert :D
Since Blacksmith3D has released an add-on for their Texture Transformer/B3D Pro, I wanted to do some testing to see how quickly, once the initial prep-work was finished, this method can convert skins. Depending on the images, I was running between 5 and 20 minutes, including loading the textures on the 'from' model.
The info posted in the thread talking about product and the images posted for promos indicate there is, most likely, the same amount of post-conversion work that needs to be done with that add-on and this method. Under the hood, both are probably the same or very similar process. The main difference...the setup work for the TT add-on is load V4, click a MAT file, export a CR2...press a 'convert' button somewhere. And it seems to do a full set of loaded maps at once (bump, spec, diffuse, etc).
But the end result of my playing around is this...
Reciecup's Shy on G3F...
And here's the G2m and G3M morphs, they actually work a bit better than the female version (The eyelashes work and the eyes and mouth also might). I almost had to redo the g2m one but blender saved my keister.
The morphs work just like the lady versions and have the same name: Tex_converter_prep
I'll add them at sharecg when it actually loads, but until then they'll be here.
Great! Thank you very much for the Male version. I got quite a lot of use out of the female one, but have even more male textures I'd like to transfer. You're a star
Annd Whhops, g2ms nipples were running away! fixed version hopefully
Sorry: wrong thread.
You are fabulous!! :D
Of course I'm in the middle of nowhere with no net or cell service when you share it :D
OK. After a few spits and sputters to get my head around Blender. I'm still having issues. First off, it needs to be mentioned that it's very important that both OBJs are lined up EXACTLY in Blender. I made the mistake of accidently moving one and the results were a mess. Secondly I found it easier to take my exported OBJs into UVMapper an assign the texture regions like how you're doing it thru Blender. I think I'm going to have to go back and assign G2 the regions that are specific to her. But as it stands now my results look like this (see attached). What am I doing wrong? I have the texture maps assigned to G2 according to the instructions. Not understanding where I'm going wrong.
Finally able to get it to work. Seemed somehow in the process the textures I was using for G2F had been overwritten. Luckily I had copied the originals to a new folder for ease of adding them to the model. I also found it helpful if the materials are named in the same order for both models. Not sure if it was necessary but it did help clear up some issues I think. Here's a test render.
The white texture map, in my experience, happened when I wasn't assigning the image maps in the right place/right mode on one of the figures, but it looks like you got it worked out. :D
There is a converter from M4 to G3M for Blacksmith that has just been released.
Tried another one. Finally was able to add my Denobulan texture for M4 to G3M...