Zbrush is that not so cheap piece of software that - once you've past thru its awkard ui - allows easy manipulation of my models. I've been playing with it more and more and tried some things with Audrey in the Library.
It may not seem much but pulling that sweater was all done in Zbrush. I prolly could have used clever prop & camera placement with minor deform to acheive this but i really wanted to know if it was possible to play with the geometry this way and turn it inside out. There it is :)
set is coming soon - 1st week of May, stay tuned !
vendredi 29 avril 2016
mercredi 27 avril 2016
mardi 26 avril 2016
samedi 23 avril 2016
Research
So i finally got my new figure workin (see above) without breaking the rest of my set up.
I'm still missing Cyprine and Ardente - either i find a way to feed them back to the system or i'll have to resculpt them.
In anycase, more rendering from now on !
mercredi 20 avril 2016
Argl ! (one step forward, two steps backward)
i feel like a cartoon mad scientist just after my lab exploded, grining a victory under the soot, my head still smoking.
So yeah, i managed to create that new figure - even tho it may still not work as i thaugh it would - but i also managed to break my core figure (g2f) and my characters. The g2 aint a problem, i just reinstalled its factory default & poored back its options, but i neglected the bit where Ardente and Cyprine were a pain in the butt to create and didnt backup anywhere. On the other hand, i can take that opportunity to recreate them with that new figure (if it works). In anycase, that operation will eat more time, the Bathroom set will have to wait.
On the bright side, the new figure building has to do with exporting it to unreal engine, the beast i am slowy taming. Its been a while i didnt make a lil game and ill try to prototype something for my Patreons.
But first, i gotta clean my lab.
So yeah, i managed to create that new figure - even tho it may still not work as i thaugh it would - but i also managed to break my core figure (g2f) and my characters. The g2 aint a problem, i just reinstalled its factory default & poored back its options, but i neglected the bit where Ardente and Cyprine were a pain in the butt to create and didnt backup anywhere. On the other hand, i can take that opportunity to recreate them with that new figure (if it works). In anycase, that operation will eat more time, the Bathroom set will have to wait.
On the bright side, the new figure building has to do with exporting it to unreal engine, the beast i am slowy taming. Its been a while i didnt make a lil game and ill try to prototype something for my Patreons.
But first, i gotta clean my lab.
lundi 18 avril 2016
samedi 16 avril 2016
Tech !
yup i've been struggling with my lil experiment the last few days and really, there was a much easier way !
i've posted my troubles on daz forum and the 1 clic magic was given by Josh:
http://www.daz3d.com/forums/discussion/8...rt-utility
WARNING:
applying this method on a g2f will modify its core geometry. A new instance of g2f will appear as grey blocks. if it happens, just reinstal genesis 2 starter content.
You have to create a new figure from your basic g2f and apply all modification on that new figure:
load a g2f, save as figure/prop, load this new figure, proceed with modification noted below.
once the merging geometry is done, you can delete the geograft from the figure and tada, its fully merged with it, its morphs accessible from Actor parameter.
my merged figure lost its subd in the process, so apply again.
save as figure and it should be done !
Original post:
i was a bit fed up of having to apply genitals (& matching mats) to my g2.
i was sure i could fuse both meshes into 1, making a new figure.
and it was a lot easier that i thought.
you need to have access to 3ds max but im pretty sure you can manage the same thing with other modeling programs (zbrush ? maya ? blender ?).
set your g2 in daz with your favorite gens (mine is the 3feetwolf).
export as a fbx
in 3ds max, make both item editable mesh.
select one. press attach, select the other. (i didnt bother welding them since the vertices were already on point)
export as an obj. (daz preset, i had to scale to 2.54 to recover the right size, dunno why)
import in daz.
convert prop to figure
with another g2 on the scene, use tranfert utility
the g2 is the source, target your new figure
in the options:
tick weight maps, tick the 3 extended options
untick selection map
tick face & region groups
tick morph target, from source: All (unless you wanna spend time favorting some morphs on yr g2 & then use favorite only)
tick surface group
untick fit to source
Accept.
with joint tool editor selected, right click in view port, edit>adjust rigging to shape
et voila !
dont forget to add a subd & save yr figure.
edit:
well, should have prolly welded as the geograft wasnt really on spot. so thats that for the next iteration along with the UV stuff (maybe):
Inscription à :
Articles (Atom)