To catch up on a couple of other things in this thread:
Mec4D - 30 July 2012 08:48 PM
I am working on the scalp hair for my M5 character also in the style as unshaven , the long hair would works also as long you don;t change the proportions between the head and torso , scaling down will not affect . but for the shorter style for my M5 character will be no problem, also eyebrows coming and additional beard to match him complete .
Is there any chance that one of the styles you’re working on is like the hair that you put on Buddy? I can’t tell you how many times I’ve wanted to use a hairstyle like that on another character, but the shorter/flattop styles that are out there just don’t really match.
Zev0 - 30 July 2012 01:26 PM
I for one am hoping 3Duniverse creates a plugin to convert gen4 textures to gen5 for Texture converter2. I asked but got no response…
I suspect that an up-converted texture wouldn’t necessarily fix the stretching issue, depending on how it handles the differences. I’ve converted a few Gen3 textures to Gen4 with TextureConverter2, and, well ... put it this way: I’m not at all unhappy with the results, but some of them have been a mite ... startling. I converted Mairy/3Dream’s Adro texture from M3 to M4. The back of his head stretched so much that I have to make sure that he always has hair, because it’s incredibly noticeable. Also, since Adro was created from photo references, the original texture had armpit hair. The conversion stretched the texture in that region so much that it turned into the defining line for his pectorals. It’s like he’s got bizarre and weirdly flat topiary over there. But he’s one of only two South Asian male photo-referenced textures I’ve ever seen, and the other is for Apollo, so ... (He also GenX’d surprisingly well, although it did take a bit of work.)
Zev0 - 31 July 2012 04:41 AM
Skiriki - 31 July 2012 02:39 AM
I can attest that Cauri’s remapping works GREAT and I haven’t had much problems with it.
Trying it out now.. All I need is the hip texture of the gen changed to M4, the rest I can deal with.
One thing you’ll note is that for some/most textures, there will be a visible seam between the actual genitals and the SkinHip section. You can fix that in post, of course. (It will never stop being weird that this term actually has meaning beyond “something I hear about/on television and movies” now.) Or ... you can use that hair figure that you had up at sharecg.com for a while. Turns out that it’s pretty much perfect for hiding that seam, if you set the length and thickness to maximum. Very convenient, that!
By the by, as long as we’re talking of such things (and it seems we are), I have a ridiculously basic question, completely unrelated: what is the transparency texture that gets plugged into the opacity channel on gens for, exactly? I’ve only started wondering as I’ve used Cauri’s figure; I’ll plug the transparency map for a given character into either the strength or color channel, and even though strength is set to 100%, the thing goes translucent or completely invisible. It’s not unusual for the M4 gens to look somewhat translucent but render just fine, but when it does that with M4 textures on M5 gens, it renders either translucent or invisible, as well. Everything looks fine without it so ... what do it do?