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RAMWorks Tutorials: PP2 and HR2 to figure & Painting Genesis in ZBrush
Posted: 24 September 2012 11:39 AM   [ Ignore ]   [ # 46 ]
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RAMWolff - 24 September 2012 11:12 AM

Yea, sorry vwrangler, I loaded up Genesis and Glyn and couldn’t get it to cooperate either. Tried removing bones, tried setting Genesis at the Default and then M4 shape, tried starting the conversion in it’s default position but to no avail.  I notice that when the hair is converted from a prop to a figure it jumps up about a heads worth so I think that’s what’s going on so what ever April did when making this hair seems to be hard coded in and it just messes up any attempts to convert it.

Sorry; I think my last post may have been a bit unclear, since I was talking about a few different things at once. In the post after I first mentioned that Glyn and Horsetail didn’t work, mjc1016 said that he got Horsetail to transfer by using one of the fit poses. I tried using the same fit and clone with Horsetail on my computer and it worked, so I tried and got Glyn to transfer by using the V3 fit and the V3 clone in the Asset Transfer utility.

Theoretically, Glyn was made for the Gen4 figures and should work with their clones, but doesn’t. It does work with the V3 clone and fit. Don’t know if the M3 clone and fit would work, since I didn’t try that, but fit poses are apparently a useful thing to try as a backup plan.

RAMWolff - 24 September 2012 11:35 AM

Same with Portia hair.  I don’t know what that girl did when making these hairs but most are probably not convertible, sorry!  When you get a fav to convert just be thankful it worked!

Does Portia come with a different fit pose? Maybe that would work for it as well.

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Posted: 24 September 2012 12:47 PM   [ Ignore ]   [ # 47 ]
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V3 eh?  Good to know.. off to see what happens.  I did write April a note and asked what to do unless she was planning on releasing a bunch of her popular hairs refitted to Genesis.

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Posted: 24 September 2012 12:51 PM   [ Ignore ]   [ # 48 ]
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Hmm, just tried the Glyn hair with the V3 clone and nope, still lands about heads worth over the Genesis body.  Did you morph Genesis up to V3 shape too??

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Posted: 24 September 2012 12:56 PM   [ Ignore ]   [ # 49 ]
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GOT IT… silly me.  Apply the V3 FIT in the Poses folder and then convert to figure and then Transfer and use the V3 clone… perfect… WOW!  Learned more today!  FABULOUS!

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Posted: 24 September 2012 06:42 PM   [ Ignore ]   [ # 50 ]
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SO… April did get back to me.  Portia and Glyn hair are both made with V3 as the base.  I asked her to please make a list of hairs that were made with the V3 base off the top of her head if she wouldn’t mind.  Her base for all new hair is now Genesis so no worries there.  If she’s able to do that I will add this list to the first post here and on my freebie page.  Decided to do a texture expansion for Glyn too!  Might do one for Portia as well since it’s the Marilyn Monroe default that most use and I have some really nice blonde shades I made.  Used those to make the Lyon texture expansion pack so this shouldn’t take too long.

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Posted: 24 September 2012 08:56 PM   [ Ignore ]   [ # 51 ]
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RAMWolff - 24 September 2012 06:42 PM

SO… April did get back to me.  Portia and Glyn hair are both made with V3 as the base.  I asked her to please make a list of hairs that were made with the V3 base off the top of her head if she wouldn’t mind.  Her base for all new hair is now Genesis so no worries there.  If she’s able to do that I will add this list to the first post here and on my freebie page.  Decided to do a texture expansion for Glyn too!  Might do one for Portia as well since it’s the Marilyn Monroe default that most use and I have some really nice blonde shades I made.  Used those to make the Lyon texture expansion pack so this shouldn’t take too long.

So she’s only making prop hair for Genesis, then? Goya, Maraboo and Beautiful Black Hairstyles all act like props, anyway. (I still don’t know why I have Maraboo. All I can think is, it was in Fast Grab, I was in a strange mood, and suddenly I have Edward Scissorhands hair.)

You’re definitely in a “making stuff” mode lately! (Not that I’m objecting, oh no no no no no no.) I’m looking forward to seeing what you come up with for Glyn.

(Purely a side note: I’ve always wondered where the name for Glyn hair came from. There’s an old bit of doggerel that I read in a book when I was young that stuck with me lo these many years that I think of every time I see the name: “Would you like to sin / with Elinor Glyn / on a tiger skin / or would you prefer / to err with her / on some other fur?” I would not, myself, prefer to sin with Elinor Glyn ... well, anywhere, especially since she’s been dead for 70 years, but you get the idea.)

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Posted: 24 September 2012 09:16 PM   [ Ignore ]   [ # 52 ]
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Thanks… back-shelved for now!

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Posted: 24 September 2012 10:05 PM   [ Ignore ]   [ # 53 ]
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Oh, my.  What you’re doing with Glyn is looking interesting.

By the by, in a totally unrelated thing: I’ve run into HR2 files that can’t be converted, both by Neftis. Barbarian Hair is early enough that I think it must be made for the first or second generation figures. I highlight it with the Joint editor, select “Convert Prop to Figure” and get the message “You must select a simple object containing geometry to perform this action.” I’m not sure how a hair with morphs doesn’t have geometry, but ... whatever.

The same thing happens with Christine Hair, though, and that’s late enough that it comes with V3/L3/S3 and V4 versions—not fits, but actual different files. I wonder what the difference is?

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Posted: 24 September 2012 11:43 PM   [ Ignore ]   [ # 54 ]
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Hey guys, Richard pointed me to this thread lol cool, great effort!!! *thumbsup* LOL
I sorta know what’s it’s like as I’ve been obsessively converting my purchased mil3 skins and morphs, plus mil4 morphs to genesis lately, using tc2 and genx lol those old favourites will never die!! cool grin

For hr2, it didn’t matter for me which figure I built my hair model around as I just provide fit morphs and pose presets. wink  So a lot of them were built over my v3 scalp for a long time even after v4 came around.  Then I made a v4 scalp and did that for a while.  These days I have a genesis scalp to start from, but still provide those fit morphs for mil4 smile

You can tell which base figure by setting all scale dials to 100% and setting all trans dials to 0.

So here’s my list, some of them might seem funny in hindsight.  These are the just base models they were built around, but I repeat, they do fit other figures - see each product page for details wink  Hope that helps!

v3 base model
amante
haughty curls
fly away
allure
shimada
leavandra
corsair
anrhea
alysadae
theone
warkanan
qylan
masque hair
sharmane
frizzed
sylphiad
jamie
uzuri
vayne
kione
portia
xylia
ysaris
blaine
ivandri
marisandra
kleo
nova
glyn
mitch
jai
wynter
qain
zed

m3 base model
amante
fly away
allure
samurai sting
corsair
estio
devanar
osean
rievel
horse tail

sp3/d3 base model
montero

luke/laura base model
fauxhawk
tripletail

v4 base model
amarseda
veronica
betty
caleb
deeta
featherhawk
cuffed tail 2
tandy
aoife
rebyglam
gabriel
calais
harper
harlow
gia
qamra
jordan
evan
yolande

m4 base model
lyon

genesis base model
gia
qamra
jordan
evan
yolande

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Posted: 24 September 2012 11:43 PM   [ Ignore ]   [ # 55 ]
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Thanks April.  Your the best honey!  cool grin  XOXO

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Posted: 18 October 2012 04:01 PM   [ Ignore ]   [ # 56 ]
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OK, this is taken from corinthianscori & fivecat’s help notes..

Setting up Genesis:

1) Export Genesis from DAZ Studio using the DAZ Studio obj export option.

2) Save the obj somewhere where you can easily find it since every time ZB has to be restarted it DOES NOT remember the last folder so you have to hunt it down every frigging time.  So I created a projects folder on my Desktop and keep that and all the saved PSD’s there until I need to move them to the DAZ Studio Runtime>Textures folder, just keeps things more sane rather than constantly on the hunt for files.

3) Once you have drawn Genesis into the viewport in ZBrush you will need to hit the Edit button and Frame the figure and get it all straightened out by holding down the Shift key and click/drag into the blank area of the viewport, this puts the figure perfectly straight…

4) Turn on the Polyframe and go to the Tools area (right side of UI should be docked there by default, scroll down till you find “Polygroups” expand and click the “Autogroups with UV” and you will see the figures color coded groups appear.

5) Next up is grouping…. Ctrl-Shift-Click (or C+S+C) each body part to hide them (legs, arms, torso, face, zoom in and do this for each ear) You will have the inner mouth, eye parts and nails left (If you don’t want the nails grouped then you will have to C+S+C each (20 more clicks to hide them as well - Personally I do the nails in Photoshop but that’s my choice).

6) Back to the Polygroups palette in the Tools area you will see buttons there “Group Visible” and “Group Masked”.  If you prefer not to deal with masking then just use the first button “Group Visible”.  If you have masked areas off you can group them using the second button “Group Masked”. This will make it easy to hide things without having to constantly go in and C+S+C all the time.. YUK!  I went ahead and redid mine just in case.  I have two groups… Inner Mouth and Eye parts as Group 1 and Toe and Finger Nails as Group 2.

Painting time:

NOTE: Don’t forget to switch off the Polyframe (Shift + f) or you will not think your painting anything on the figure!

01) Select Skin Shader and then a skin color that you like
02) Set MRGB
03) Then Color menu, click the “Fill Object” button
04) Increase resolution (Ctrl D) about 2 to 3 times
05) Then set RGB and turn off ZAdd or ZSub buttons
06) Select your paint or material and get to painting.

Exporting maps:

1) Go to the UV Map palette and set the UV to the size you want to export at (example: 4000X4000)
2) Then to Polypaint menu, make sure Colorize is turned on. It’s on by default so if so leave it be!
3) C+S+C on the parts you want to hide to export you maps.  Limbs are arms, legs & nails, Face is just the face, Torso includes the ears!
Once you have all the parts hidden that need to be hidden to export your first map go to Texture Map and click the “New From Polypaint” button (**Note: Map will be flipped, no worries, keep reading**)
4) Next in Texture Map, choose “Clone Texture” button.  You will see it appear then to the left side in the Texture palette.
5) Go to the Texture menu (top right of UI) and choose “Flip Vertical” button (It’s icon, second row, second one over)
6) Texture menu click “export” button, name and export.  It will ask about saving a “material index” say NO! Continue…

Do this for the other two maps and your done.

Hope that helps everyone understand how easy this can be.  Once you get your work flow set up SAVE out your Genesis with the groupings in place as a ZTL file using the Save As button, Right side, top of Tool palette.  This way next time you want to do skins for Genesis you will have it already set up and ready to go!

Image Attachments
PolyframeON-AutoGroupsWithUV.jpgEyesMouth-GroupVisible_Under_Polygroups.jpgSpaceBeing.jpg
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Posted: 19 October 2012 07:31 PM   [ Ignore ]   [ # 57 ]
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If you have parts of Genesis that you have morphed and don’t like it’s an easy fix via ZBrush: 

Dial up the offending morph and using the GoZ ZBrush bridge,

a) First export: UNCHECK the “Export with deformations” and go to ZBrush. 
b) Draw Genesis into Viewport (click and drag out the figure).  Click the Edit button first afterwards.
c) Then in the Tools palette expand the “Morph Target” and click the Store MT (this stores Genesis as a morph target!
d) Click the GoZ button to send it back to DS but once in DS, click the Cancel button
e) Then send it back to ZBrush but this time check “Export with Deformations”
f) Once back in ZBrush, now draw out Genesis with it’s morphs brought over.
g) Brush palette, choose the Morph brush.
h) If your morphed mess is symmetrical then hit the “X” button to turn on Symmetry.
I) Zoom in to the offending area and begin brushing back to it’s default state

NOTE 1:  You may find that your happy with other parts and find that there is a “step” where the old Genesis is now restored… easy fix.  Hit and hold the Shift key, this will activate the Smooth brush, you will want to turn the strength though.  I usually set it at lucky 13 or 7 depending.  Now just brush over the area to blend it out. 

NOTE 2:  First before sending it back to DAZ Studio make sure that the old morph is dialed back to ZERO!

j) When finished hit the GoZ button to bring it back to DAZ Studio. 
k) You have two options, if you want to overwrite the old morph, get back to DAZ Studio choose the “Overwrite Existing Morph”, make sure to name it exactly the same and make sure you choose the exact Group Path.  Second option is just to give it a new name and choose your Group Path and your done. 
l) Save out the new morph: File> Save As> Support Asset> Morph Asset(s) and your done. 

Hope that helps folks.  Sure has helped me allot!  grin

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Posted: 19 October 2012 07:32 PM   [ Ignore ]   [ # 58 ]
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Was turned on to these two vids….

dazgoz: http://www.youtube.com/watch?v=wO84MMi4Kfc&feature=share&list=PLB37CC45E95DDA5F7

dazgoz II: http://youtu.be/8XOp5KdeMA4

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Posted: 20 October 2012 05:03 AM   [ Ignore ]   [ # 59 ]
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Thanks for posting this, RAMMY!

You rock!

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<End of transmission from Oz>
TUTORIAL - Creating a Genesis/G2F/G2M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1
TUTORIAL - Creating a Genesis Partial Body Morph in DAZ Studio Pro 4 Using the DForm Tool by RKane_1
TUTORIAL - Applying Shaders by RKane_1 (as stolen blatantly from Jaderail)

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Posted: 23 October 2012 12:27 PM   [ Ignore ]   [ # 60 ]
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Hey, Richard, got a quick question for you…

Have you had a hair that when you go to convert it, crashes DS4.5?

I’m trying to convert Mareek’s Simple Hair (a pp2 hair) and every time I get try to convert it, DS crashes.  I’ve done other hair today, so it’s not DS.  The process fails at converting it to a Triax figure.`

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