Is there any way to get parts of the torso armor to simply disappear without pasting a V4 texture on top of it? I wanted to try something with the torso segment where the only visible part was the spine, and not the parts that wrap around the neck and abdomen. However, because the custom shader doesn’t have an opacity strength slider, there doesn’t seem to be any way to get rid of it. Since I was trying it on an M4 character, pasting textures over it wouldn’t work. Different options are present or not depending on which surfaces you select, so figuring out what one could do is very confusing anyway. Tried using the Value sliders, and they didn’t seem to help, and after that, I didn’t have a clue.
Also, if you don’t want the torso or full-body bot, is there any way to get a clean edge on the hip joints? They’re very jagged. I’ve tried pasting V4 textures into the SkinHip and skin sections, but that didn’t work.
(As a matter of purest curiosity, is there likely to be an M4-UV addon later? I do understand using the most common texture to start with, but leaving all male textures besides the now much less used V4 Male out of the equation means that there’s a fairly notable chunk of the market that gets missed.)
Vwrangler, I don’t want to leave you hanging, so I’ll try to answer your questions as best I can. However, I have a sense about some of your questions that makes me think my answers won’t necessarily take you exactly where you want to go. Understanding all the complexities and limitations of the technology in DAZ Studio (or any 3D app) can be a little daunting. In my own work, I try to figure out the shortest route to creating what my mind is imagining. If you’re not working on animation, it’s often a lot easier to get what you want by doing two renders (one of each thing you want to combine) and then use Photoshop (or other image editor) to combine the renders with each render as separate layers. If you insist on being a 3D purist, your in for a very long bumpy ride.
Ok, my that’s my disclaimer, so now the answers:
Hiding things—On the Surfaces tab, select the surface you want to hide. You can also use the Surface Selection Tool and click on the area of the figure, if you’re not sure which surface is the right one. Then click on Opacity Color and change it from white to black. That will make the polygons that share that surface disappear. However, that will produce a hole in the figure, so like I said before, I’m not sure that is what you want here. The technology limitation here is that the bot figures are geografted, which means that they replace the geometry of Genesis rather than just cover over it like clothing. Looking at the example you gave of wanting to use just the spine part of the bot torso figure (and not the neck, etc.), I think the easiest way would be to do two renders: one of Genesis and one or the robot, then layer in Photoshop. Put the Genesis render on top and erase wherever you want the robot to show through. It may get trickier (with more layers) depending on what you’re trying to do, but probably way easier than breaking up my model in a modeler and then re-rigging, etc. in DAZ studio (which is about the only other way to use just part of the torso figure the way I think you intend.
How to Get a Clean edge/ apply V4 textures—Ok, so the reason the edges are jagged is because the edge that merges with Genesis (a single row of connected polygons) has to match Genesis’s polys for geografting to work. If you switch to Wire Texture Shaded view (little sphere in the upper right of the main scene window), you can see how Genesis’s polys are laid out. So anyway let’s get some V4 textures on the bot figures so we don’t see a jagged edge:
1. In the Scene tab, select the Figures that you want to apply materials to (you may need to expand Genesis to see Mechanical figures that are parented to it).
2. In the Surfaces tab, select the surfaces in each figure that you want to apply the materials to.
3. In the Content Library tab, hold down Ctrl while double left clicking on the icon for the material you want to apply.
4. In the Material Preset Load Options dialog, choose “Selected” fron the Surfaces dropdown then click the Accept button.
Ok, so about future UV support for others like M4: I will definitely consider that. V4 was picked because it is the default for Genesis and because so many great textures already exist for it. M4 seems like a good male equivalent. For the future I’m thinking of Bot Genesis as my base product. I intend to continue to improve it and I have many plans for addons. Ideally, I would have liked to release Bot Genesis with several other addons I had planned, but the technical challenges of making it work with so many different shapes proved to be a huge undertaking. So I decided to release it into the wild sooner rather than later. People are doing a lot of cool things with it, so that’s good. More is coming though!...
Hopefully I’ve answered your questions, but let me know. Also, bit more is here: http://www.daz3d.com/forums/viewthread/16305/ Good Luck!