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Help with creating clothes for Genesis…. steps involved?
Posted: 14 December 2012 05:51 AM   [ Ignore ]   [ # 46 ]
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Lol Thanks Dogz! The straps and clips just bug me that they like to reshape when a character is dialed. Would be nice if you could tell daz “Don’t re-shape these polygons” lol

I’m thinking M5 definitely needs a custom FBM, but you’re right, I shouldn’t be too much a perfectionist, else, I’ll never finish it.

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Posted: 14 December 2012 06:34 AM   [ Ignore ]   [ # 47 ]
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Spyro - 14 December 2012 05:51 AM

Lol Thanks Dogz! The straps and clips just bug me that they like to reshape when a character is dialed. Would be nice if you could tell daz “Don’t re-shape these polygons” lol.

Daz Studio can do this via ‘Ridgidity maps’ - But i dont know if its really worth the time and effort. Ive personally not got them to work, the daz docs tutorial on them is a bit confusing, i followed all the steps as best i could and got no joy, the geometry still warped on me.
I made a thread on it (at the time) in nuts and bolts - but no one could offer me any suggestion as to where I was going wrong.
Off hand, I dont know of another PA who has got them working, nor can i think of a product ive bought where the vendor has noticably used them.

So all things considered, it seemed like too much effort for too little reward.
I guess you can look in to it if you really want to go that extra mile, you may well be able figure out what i could not.

What was the deal with mesh smoothing on you pants?

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Posted: 14 December 2012 06:52 AM   [ Ignore ]   [ # 48 ]
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Dogz - 14 December 2012 05:46 AM

Oh .. hang one second! I might have spokent oo soon.
Are you using mesh smoothing modifier in DS and if so what is the iteration setting?
If that is 0-5 iterations you are fine. but if its 10+ then you need to see how it looks with mesh smoothing down to 2. Or if you intend to make its DSON ready, you should see how it looks with mesh smoothing turned off.
then decide what to do with custom FBMs based on that

Sorry, I missed this post…

Pants uses smoothing iterations at default “2” It’s not necessary to go higher than the default.

It is sub divided, and was designed for use of subD at “1” Iteration. At base resolution, there is surface smoothing issues at the fly (Pure cosmetic, I’m not talking about not geometry smoothing)

(With DSON, I was under the impression Daz handled DSON, am I wrong? All the same with Mac compatibility… I dont have a Mac, and no way I could know for sure how to make it Mac)

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Posted: 14 December 2012 07:00 AM   [ Ignore ]   [ # 49 ]
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Spyro - 14 December 2012 05:51 AM

Lol Thanks Dogz! The straps and clips just bug me that they like to reshape when a character is dialed. Would be nice if you could tell daz “Don’t re-shape these polygons” lol

I’m thinking M5 definitely needs a custom FBM, but you’re right, I shouldn’t be too much a perfectionist, else, I’ll never finish it.

The pants are coming along pretty good. And yeah you probably need to do a FBM for M5 and M5 hero before anything else. The genesis base shapes and those shapes that in that same shape range, aren’t much of a problem. When you start getting into more detailed and extreme shapes is when you’ll need the FBMs. Also the Freak 4 shape would need one as well. Shoes would definitely need a M5 FBM as those toes will really pull at the mesh because of the detail.

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Posted: 14 December 2012 07:17 AM   [ Ignore ]   [ # 50 ]
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Yeah, Freak 4 comes close to destroying my model LOL

So, my priority FBM’s should be:
Michael5
Michael5 Hero
Freak4
Michael4 (Genesis) ?

Ones that show minimal distortion are smaller characters and Basic Male.

The overall outfit isn’t really a female design, so I’m not sure if it’s worth it… V5, V5 Supermodel, S5, S5’s base shapes, V4 genesis, would all need FBM’s to work.

Hiro 5, is kinda like F4 in regards to distortion, largely due to his rather exaggerated stature and slimness. I’m hesitant to prioritize him.

@Dogz - I did a quick test with no smoothing, and other than a minor poke through, (A mistake I made in Max) it seems to work fine, with exception of non smoothed poses as the weight maps seem to work much better with at least smoothing set to 1.

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Posted: 14 December 2012 07:28 AM   [ Ignore ]   [ # 51 ]
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Also @Dogz - I do like the idea of adding the straps to the FBM’s that don’t have straps. The actual pants seem ok with the FBMs, its the straps and buckles that are the obvious distortions.

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Posted: 14 December 2012 07:36 AM   [ Ignore ]   [ # 52 ]
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Spyro - 14 December 2012 06:52 AM

(With DSON, I was under the impression Daz handled DSON, am I wrong?

Im afraid so, you must do it your self - I have a thread in the PA section on how to do it.

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Posted: 14 December 2012 07:50 AM   [ Ignore ]   [ # 53 ]
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Oh I see, ‘PA section’ Are you talking Published Artist forum? I not a published artist, least not yet, thus far I’ve only released freebies on Share CG. (My work has been previously focused on props until now) You dont happen to have it in nuts and bolts as well by any chance? There’s soooo much to learn with clothing smile

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Posted: 14 December 2012 09:35 AM   [ Ignore ]   [ # 54 ]
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There is a rigidity map tutorial by Smay on Youtube. He used rigidity on a shoulder holster.

https://www.youtube.com/watch?v=GUg0Q1KiqiU

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Posted: 14 December 2012 09:55 AM   [ Ignore ]   [ # 55 ]
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Thanks Graham ! Wish it was easier to keep up with LMAO. Seems rather similar in respect with Weight mapping. Ideal with the buckles. Though FBM’s will still needed for the straps (I will need to read up on it all). The muscle tone and shapes are heavily impacting the straps, the outer face of the straps is fine with the default FBM’s, but the straps width is being stretched with a jiggered edge, especially on the back of the thighs.

Thanks very much for the link cheese

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Posted: 02 February 2013 03:55 AM   [ Ignore ]   [ # 56 ]
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DaremoK3 - 07 December 2012 12:03 PM

Yes, it is a shame that a lot of pertinent information is still missing after all this time…

yes, unthinkable shut eye

 

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Posted: 02 February 2013 09:27 PM   [ Ignore ]   [ # 57 ]
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Speaking of missing pertinent information…is there a quick rundown (somewhere) on the daz to hexagon bridge? I’ve found everything BUT that.

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Posted: 02 February 2013 09:38 PM   [ Ignore ]   [ # 58 ]
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Madbat - 02 February 2013 09:27 PM

Speaking of missing pertinent information…is there a quick rundown (somewhere) on the daz to hexagon bridge? I’ve found everything BUT that.

what are you asking for in particular? it’s fairly straight forward… Hit the send to hexagon button from daz, hit the send to daz from hexagon button….


If you want to make morphs don’t change the vertex order or vertex count when you manipulate in hexagon.

if you are making custom pieces in hexagon that obviously has no bearing. If you roll through the first few pages of this thread you probably will find what you are looking for. But the bridge is straight forward, what you send from daz goes to hexagon, and vice versa.

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Posted: 02 February 2013 10:37 PM   [ Ignore ]   [ # 59 ]
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I didn’t expect it to be that simple, thanks!

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Posted: 02 February 2013 10:39 PM   [ Ignore ]   [ # 60 ]
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Madbat - 02 February 2013 10:37 PM

I didn’t expect it to be that simple, thanks!

Enjoy!

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