Thanks for the detailed response…
Firstly, I’m no expert at Hex - although I have picked up quite a lot over the years.
Compared to me you’re an expert ; )
In this particular case, as in many such cases where new users are trying to make clothing, they mix the two - import the figure as .obj and send the completed clothing to Studio via the bridge. This causes the proportions to be totally off the map.
Agreed mixing them is not a good idea.
Why I personally prefer to use .obj import and export. Firstly, I don’t use Genesis for anything because it still doesn’t work well in Carrara. I know that there is no problem creating clothing for Genesis via the bridge, if you do your UV mapping in Hex. I don’t - much prefer to use UU3d, for which I need an .obj file and this must be done before fitting and rigging. Unless I’m missing something - I don’t know Studio all that well - you still need an .obj for making clothing for pre-Genesis figures?
I mainly use Genesis these days. : )
I bought UV Layout (the pro version) at the start of the year I was finding UV mapping in Hex to be very irritating as I would keep mucking it up.
I’ve only mapped a few things in it so far and I normally export the object from DS. I send it from hex to DS and then save it as an object before using the transfer utility. Mainly because if you use the transfer utility before saving it and then reimporting, it strange things happen in the scene tab.
I was using the bridge for Gen 4 figures with no problem probably because I’ve been exporting to object from DS. Where you don’t need the object is once you save it in the new file format as the format contains the object file(at least that’s my understanding of it) So you don’t include the object file when you package the item up for release. You do need it prior to that though(again that’s my understanding and may contain errors)
Secondly, I have my mannekins all set up and ready to use, welded, stripped of mats and coloured brightly so I can easily see any poke-through.
That sounds like a good idea. I’m still working out what my work flow is going to be so haven’t done anything like that yet…
Thirdly, I like to keep an .obj file of any keepers I make in Hex, because it is a universal format - in case Hex decides to throw a hissy-fit and not open it again:)
I use the incremental save and save regularly for the same reason. Touch wood…I have been able to open the prior file if that has happened.
I’ve only once tried making morphed clothing for Genesis, just as an exercise. Took several attempts, because what fit correctly in Hex didn’t fit correctly in Studio - finally got it right, though - then it wouldn’t fit in Carrara, so I gave up on it.
Getting used to the way that smoothing works is definitely interesting. I’ve had a few issues with it but mainly with Gen 3 or Gen 4 stuff that I’ve autofitted and want to create morphs for.
@ tdrd - well done - hope to see a final version soon:)
Congrats tdrd…I haven’t tried doing pants yet!
What you’d need to package it up is the .duf, UV template/s, and any textures you’ve made and maybe a render. The .obj is not necessary, but you can include that for good measure. If you are gong to distribute, include a .txt file showing authorship, any restrictions on use you want to make and any instructions you want to include. Zip all that together and post it on ShareCG or similar.
If you check in the tutorial thread that Sickle Yield did on rigging a skirt (there are links around the place) she lists what you need to include and how to set up, IIRC you also need to include the information from the data folder.