Okay - some illustrations. You can see that Provocative Dress looks OK on stock V4. Next I did autofit on default Genesis and got some ugly pouches under the breasts. I thought they appear because the default shape of the chest is very different from V4, but they do not disappear when one dials in more feminine shapes. Also a fin appears on the back which the limit of attachable images prevents me to add here.
Next I tried SRMS, but it got exactly the same result, fin included. I dialed in Basic Female to show that the problem persists. I made sure I ticked the “reverse” thingy. Since the manual says to use Morph version if unsatisfied I tried the morph version next (textured images). This was much worse than previous attempts as you can see (weird artefacts, etc.).
Now this might look like a small thing (except when you try high res raytraced render), but it means for me that SRMS doesn’t solve the problem - I still cannot use Gen 4 clothing for anything more than “proof of concept”. I will try SRMS with other clothing and will hope for better result. But if you have some useful pointers I will be grateful.
Can you show me how the front converts using SRMS?
If it looks great, I’m buying immediately.
Thanks
Here’s Julie YT wearing the outfit. I cheated a bit by autofitting the gloves, but the breastplate, pants, and boots come courtesy of SRMS. By obliging your fancy I found out that SRMS works much better with complex models than with simple garments like one piece dresses or t-shirts. Also look at boots - they’re nearly perfect.
Sorry for shape and pose choice - just goes to show my quirky sense of humour.
Now if we were pickier we might notice, that the metal of the armour shouldn’t bend with the pose - you have to be careful here. Other than that I think it’s possible to use P&P with Genesis.
A tip for converting Gen 3 clothes: rather than smoothing a lot as discussed upthread, try applying SubD to it and cranking it to a couple of levels of subdivision. (This also helps with hair) Back in ye olden days of Gen 3 clothes creation, “low polycount” was the golden rule, so if you look at some of those meshes they are very very sparse. SubD will let it accomodate a more complex or lumpy underlying mesh without tearing all over the place. (Smoothing helps too, but is slow to recalc and all that)
A tip for converting Gen 3 clothes: rather than smoothing a lot as discussed upthread, edit & apply SubD to it and crank it to a couple of levels of subdivision. (This also helps with hair) Back in ye olden days of Gen 3 clothes creation, “low polycount” was the golden rule, so if you look at some of those meshes they are very very sparse. SubD will let it accomodate a more complex or lumpy underlying mesh without tearing all over the place.
Could this also apply to the very early V4 clothing? Like I complained about above? I’ll try! Thanks for suggestion!
Here is a sample on different figures hitomi, mavka and sayaka.
It actually installs Hitomi as an FBM. I assume the others are autoconform results. If the other poster is getting problems as severe as described, I would agree it is probably a “missed check box” issue.
Do give the subD a try, but Canary3d is right about that - the simpler the geometry, the worse it’s going to do with this, and especially in the breast areas.
The bridging effect you can get rid of by deleting the SRMS generated morph from the data files after you save, and just letting DS4.5 do its boob-cling thing instead.
Can you show me how the front converts using SRMS?
If it looks great, I’m buying immediately.
Thanks
Here’s Julie YT wearing the outfit. I cheated a bit by autofitting the gloves, but the breastplate, pants, and boots come courtesy of SRMS. By obliging your fancy I found out that SRMS works much better with complex models than with simple garments like one piece dresses or t-shirts. Also look at boots - they’re nearly perfect.
Sorry for shape and pose choice - just goes to show my quirky sense of humour.
Now if we were pickier we might notice, that the metal of the armour shouldn’t bend with the pose - you have to be careful here. Other than that I think it’s possible to use P&P with Genesis.
That’s been one of my favorite outfits, but I haven’t been able to use it since moving on to Genesis.
I think the transfer looks great. Certainly miles above the total mess that autofit resulted it when I tried a while back.
If that neck-scarf thing is a separate piece make sure you use the dress template on it so you get the handles (I’m sure the morphs will move it better, but those at least will help).
If that neck-scarf thing is a separate piece make sure you use the dress template on it so you get the handles (I’m sure the morphs will move it better, but those at least will help).
The whole neck scarf is one piece attached to the breastplate.
So… it’ll be interesting to see how that comes out when I test out.
If that neck-scarf thing is a separate piece make sure you use the dress template on it so you get the handles (I’m sure the morphs will move it better, but those at least will help).
The whole neck scarf is one piece attached to the breastplate.
So… it’ll be interesting to see how that comes out when I test out.
Use the dress template anyway, then. It can’t hurt as long as you use the bodysuit one on the greaves/pants and the boot one on the boots.
So far I am not able to produce any good result with high-heeled shoes or boots when there is a toe section involved. Some times I am getting an offset between shoes/boots and Genesis (picture is from “Hot Winter II” product at ‘rosity), sometimes distortions especially at what I expect to be the junction between toes and foot - I did check for example if there is any hidden scaling involved or perhaps hidden morphs in Genesis, but there is nothing to be seen. I also did check that I am using the right boot ‘template’ in the scene (with toes) for the respective item, Not sure if I am missing something, though I’d figure that high-heeled shoes are the most troublesome for automatic conversion.
I installed the product via DIM, not sure if that is relevant, but I know the DIM portion at least had some problems in the beginning.
Well, first of all, the “no toes” setting refers to the bones, not the geometry. Before you convert, look at the boot or shoe and see if it originally had a toe group at all (ones like the one you show usually do not). If it didn’t, you need to use the “no toes” boot.
And second, after you convert you will need to use the foot poses included with the product in Clothing/SickleYield/SRMS/Utilities. Most of the extreme heels are made originally with the assumption that the foot will be molded to their shape and not the other way around, so they’re never going to fit a flat foot.
The two pictures now represent the boots in scene and display before any conversion. When I apply the foot poses after conversion, the shoes move accordingly with the feet and the ‘gap’ still remains in this case. Perhaps I am missing something ... I am a bit overworked lately ...