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I'm hoping someone can answer what is hopefully a simple question: how do you save a geoshell so it can be applied as a preset, including materials/shaders? I'm thinking in terms of the way PAs use them to create clickable outfits without poke-through issues.
How do you hide the hands and feet? I have attached a file of how far I got:
While I CAN hid the arms and legs, I can't see options to do what you did. Meaning I can't find where to hide the hands and feet ALONE. Also, I have noticed that there is no option to hide the back of the head and the neck. So how is that done?
Also I would like to change this to look more clothing like, so I want to minimize the cleavage crease and for the butt, to get ride of the wedgie. I do have Mesh Grabber, but I am wondering if there was an easier way to do this.
Thanks,
Geo
Thank you,
Geo
umm click on the geoshell in the scene tab then go to the surface tab ,the geoshell should have the same material zones as the figure ,now I use 3Delight so I go to Opacity for the parts I want to disappear and put it to zero ,there should be something similar in IRay .....
In Iray the opacity dial is called "cutout."
The only issue here is that neither the Genesis 3 nor the Genesis 8 figures have a seperate Hand or Feet material zones for the Geoshell to copy, only full arms or full legs. Genesis 1 (V4 UV) and Genesis 2 figures do.
Given the date of the original post I would suggest that the image shown is Genesis 2 Male, it simply won't work on later figures presumably without redefining material zones. The geoshell does not have any selectable parts in the Scene tab either so you can't make them invisible with the eye icon.
Happy if anyone can correct me or show a workaround.
It will require a bit of work.
You can paint a black/white map and set in cutout oppacity - that can make the geoshell invisible for the hands or similar selected zones.
The visibility of parts of the geoshell can be controlled in the Parameters pane. Visibility can be turned off by Face Group as well as by Surface. Just select the face groups making up the hand (and fingers if you wish) to make it invisible.
deleted - duplicate post
This is incorrect. Geoshells work with bones, rather than material zones. You can turn off the hand and the individual finger bones one by one.
This is incorrect, Sevrin.
Geoshells do BOTH; you can set visibility by material zone AND by bones.
Doh! Of course you are right. Otherwise, we wouldn't be able to apply materials or shaders.
I learn something new every day. Thank you for enlightening me and the detailed explanantion, apprecitated :)
We all learn from each other!
I want to ask if you can Bake the geo shell and the underlying body texture for exporting to other programs like Unreal.
Is this under baking textures maybe?
I want to bake my tattoo geo shell to the skin now
I created the shell per your instructions, but I don't see it in the view. Where is it?
Never mind. I did a copy of the object and it showed up,
Thank you!
Now if someone can explain how to add normal maps so that the GeoShell clothing looks like cloth with hems. wrinkles, stiches, etc., I will be happy to have a go at making some Second Skin clothing. I don't have ZBrush so Blender would be my choice.
One issue with geoshells, is that you have no control over where the seams (between the surfaces) are. So best to do it in a 3D application.
In order to get a normal map, you need something to drive the normal map. You could take the geoshell into blender and apply a subD or multires modifier and then sculpt or model deails, and then bake that as a normal map.
Start with something simple to get a feeling for it.
That's exactly what my point was. I do have Blender and I am starting to become more comfortable with it but I don't fully understand the relationships between geometry, Sub-D and UV maps.So I am looking for some pointers to get me started. For example, when you say "bake the normal map", I have an idea of what you mean but little clue how to do it.
I know that I can't mess with the vertext count because I use Blender primarily to make morphs so I know that I can't just increase the mesh resolution and scultpt in wrinkles and folds. So I understand that I do need to sculpt those in Multires and then create a normal map from that sculpt but I'm not sure how because I suspect that I need to involve the UV maps somehow and there will be issues crossing seam borders, etc.