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RAMWolff’s SuperSuit creation thread…..
Posted: 15 March 2013 03:48 PM   [ Ignore ]   [ # 16 ]
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Nope.  Here is the suit Sub-D’d and as you can see the corners are still very sharp!

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Posted: 15 March 2013 04:17 PM   [ Ignore ]   [ # 17 ]
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OK… playing around with masking and then using the Deformation area to “Polish by Groups” and then dragging out the shape to one I like seems to be OK.  I still don’t like those stitched seams but I guess that’s what it is until I learn differently.  Going to do this for the ear holes too. 

I also shaped the entire mask to the Genesis face as best as I could without making it look like it’s wrapped with cellophane.  I want the mouth to have a bit of a stretched look from where the tip of the nose and the chin points are so that’s good.

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Posted: 15 March 2013 04:35 PM   [ Ignore ]   [ # 18 ]
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YAY… looking more how I envisioned it!

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Posted: 15 March 2013 11:46 PM   [ Ignore ]   [ # 19 ]
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OK… redid things.  I think this is pretty much done for now.  The UV’s are all inclusive so no worries about finding what connects to what.  Just studied things a bit more and found this to be the best solution. 

I do have to comment too on “Ultimate Unwrap3D Pro” it’s by far better than UVMapper Pro in so many ways.  More intuitive, easier navigation, easy to rotate and select things with.  You can rename those pesky coded Group Names that ZBrush spits out to something you can actually work with.  Made it infinitely easier to go down the list and get the Material Names done too.  Also a way to save a working file that you can come back to rather than overwriting your obj file if your unable to finish your project.  Lots of other stuff too.  You can see the interface up there somewhere a few posts up.  Right clicking is very helpful with lots and lots of menu options. So I think my $65.00 was well spent. 

I added a few more material zones to the suit to give a “Tank Top” option, topper for the thigh boots material zone, got the eye holes, ear holes and created a “Colossal Boy mask shape for the main mask area.  Learned to work with Edge Loops and Crease Edges a bit more.  Still need to study up on those more but got the job done very well I think.

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Posted: 16 March 2013 12:28 AM   [ Ignore ]   [ # 20 ]
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OK…. did a little render and some Photoshop.  Off to bed.  Long day tomorrow.  Fun day.  Learned allot!  grin

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Posted: 17 March 2013 01:08 PM   [ Ignore ]   [ # 21 ]
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Improved the mesh, esp the fingers and feet so that things flow nicely and are more form fitted to Genesis.  Trunks UV Mesh is moved down so all 3 zones look like various Trunk lengths rather than having things skirting up on the sides, which really annoyed me.  Now going to see if the Ultimate Unwrap 3D Pro is capable to transferring the materials and groups to the updated mesh since those haven’t changed.  If not then I’ll just have another hour to go getting those done and then rig in DS and should be finished finally.  I hope…..

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Posted: 17 March 2013 02:37 PM   [ Ignore ]   [ # 22 ]
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Edgeloops are another way of getting round eye holes. Mask a couple of polygons where you want the eyes, edgeloop them, and then smooth, move, or deformations/polish them round.

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Posted: 17 March 2013 05:01 PM   [ Ignore ]   [ # 23 ]
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Yea, that’s what I discovered a little while back.  Group Loops was the way to go unless you like another loop Joe?

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Posted: 17 March 2013 08:45 PM   [ Ignore ]   [ # 24 ]
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Do need your expertise here Joe.  I’m having an interesting issue. 

The bodysuit is somewhat finished but in DAZ Studio when I save it out into a rigged asset it looses it’s groups so when I take it into ZBrush and click the Polygroups there are none.  Don’t know what to think of that.  Is it because I have the groups and the material groups named the same?  I did that to keep my head straight about what got named what.  There are 30 groups total.  So I’m wondering what it’s going to take to get my groups back so that as I do more things with it via GoZ I can turn off parts I don’t want on when working. 

Hope you see this.  If not I’ll PM ya! 

Thanks!  grin

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Posted: 18 March 2013 09:58 AM   [ Ignore ]   [ # 25 ]
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RAMWolff - 17 March 2013 08:45 PM

Do need your expertise here Joe.  I’m having an interesting issue. 

The bodysuit is somewhat finished but in DAZ Studio when I save it out into a rigged asset it looses it’s groups so when I take it into ZBrush and click the Polygroups there are none.  Don’t know what to think of that.  Is it because I have the groups and the material groups named the same?  I did that to keep my head straight about what got named what.  There are 30 groups total.  So I’m wondering what it’s going to take to get my groups back so that as I do more things with it via GoZ I can turn off parts I don’t want on when working. 

Hope you see this.  If not I’ll PM ya! 

Thanks!  grin

Also I’ve found that the fingers are breaking where the grooves are.  Perhaps making such a high poly finger groups was not such a great idea but now how do I fix this part??

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Posted: 18 March 2013 10:54 AM   [ Ignore ]   [ # 26 ]
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To fix the part where you lose the grouping after it leaves Daz Studio…

One of two things can fix this.  First, did you try the polygroups subpanel, click Autogroup with UV?  That should restore your groups.  If not, hopefully you saved out an .obj of the suit before taking it into Daz Studio.  If so, you can import the UV’s from your saved .obj file (so long as you did not add or subtract any polygons since then.)  Using ZBrush tools on the mesh won’t hurt the UV’s, so long as you don’t divide or delete polys or anything.

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Posted: 18 March 2013 12:07 PM   [ Ignore ]   [ # 27 ]
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Hmmm, interesting.  I didn’t change anything in the main suit.  So your saying there is a way to restore the polygroups then?  How do I go about this?  Would I bring in the rigged suit from DAZ Studio using the GoZ plugin?  Then import the main OBJ suit with the intact polygroups? Or ........ ? 

I did try Autogroup with UV.  Didn’t seem to do anything.  That’s the one thing that’s apparently missing from ZBrush, a way to view the group names and material names.  I’ve looked hi and low for a tool or something that has that functionality in ZB.

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Posted: 18 March 2013 08:03 PM   [ Ignore ]   [ # 28 ]
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RAMWolff - 18 March 2013 12:07 PM

I did try Autogroup with UV.  Didn’t seem to do anything.

Did your model actually have UV’s already?  I remember reading that it was something you were going to get to at some point.  If you did not make UV’s yet, try this to get the groups back….

1.  Load your “groupless” model into ZBrush.
2.  As long as it hasn’t been modified by dividing or deleting anything, import the “polygrouped” tool you saved out before.  It will replace the ungrouped mesh with the grouped mesh and will still transfer to Daz Studio via GoZ.
3.  I recommend, before you send it back to Daz Studio, that you use the UVMaster plugin in ZBrush to create some rudimentary UV’s so that this will not happen again.  It’s not important that they are exactly the way you like at this point.  Make sure you select the Polygroups option in UVMaster.  This will separate all of your polygroups in the UV map it generates.
4.  Import to Daz Studio via GoZ or whatever way you are using.
5.  Export from Daz Studio.  I always put this export on my desktop while I work so it’s easy to find.  Export with settings: Daz Studio scale 100%, collect maps.
6.  Open in UVMapper (free program, totally awesome).  Now you can select each group that was created by hitting Ctrl-G (select by group) then assign to a material.  Save the updated object.
7.  Import the new object into Daz Studio.  Now, whenever you send it back and forth to ZBrush, it already has UVs and ZBrush will be able to restore your polygroups via Autogroup with UV’s.

Hope I explained this well. I don’t have any of these programs open right now and was going by memory.  Good luck!  You can PM me anytime if you need specific help with any of this.  I’ve been using ZBrush since version 1.23 about 11 years ago.  I am “Slosh” on ZBrushCentral as well.

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Posted: 20 March 2013 05:44 PM   [ Ignore ]   [ # 29 ]
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Hiya,

Thanks for the response Slosh.  I’ve been so busy learning ZBrush techniques and working my job (Hairdresser) and lost my forum notifications to this thread that it just now occurred to me.  I’ve been posting allot over at Cath’s forums as she’s helping me too and her notifications don’t peeter out!  lol

I’ve been a busy busy boy though.  I kinda gave up on the whole trying to keep my groups.  I figure as long as I have Material groups that show up in DAZ Studio and the UV Map itself isn’t a bunch of islands making it impossible to texture things so they flow nicely I’m good with the outcome. 

SO created what I’m calling the “Simple Suit” which is no feet, hands or face.  A separate Mask with zones to turn on/off.  3 sets of gloves, one simple set of gloves, 4 sets of boots with sock, flat or heeled options.  Been playing around with the Panel Loops and having a blast.

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Posted: 20 March 2013 11:29 PM   [ Ignore ]   [ # 30 ]
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UV mapped and rigged with a quick shader I threw together.  Turned out pretty good.  Fun learning and even funner seeing it all come together.

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