Trouble with surfaces (G2M ears) - SOLVED
Chelle the Cat
Posts: 240
So I finally decided to convert one of my character builds from M4 over to G2M and everything worked smoothly, the morphs loaded perfectly, the skin maps loaded onto G2M and at first glance all seemed well. Then, I made an attempt at a test render and for some reason his ears turned RED. Now, the settings and maps are the same for the torso, and it doesn't turn red, thus leaving me completely baffled. I reloaded the M4 build and tested the maps and no red ears leading me to believe that it has something to do with G2M's seperate ears zone. These are the settings that are currently applied. Does anyone see something that might be causing him to have red ears?
Surface1.png
268 x 771 - 68K
Surface2.png
268 x 769 - 73K
Surface3.png
268 x 779 - 74K
Surface4.png
268 x 1005 - 88K
Post edited by Chelle the Cat on

Comments
Hmmm, you should post a render of the head as 'red ears' could mean a lot of different things.
Oh sure thing!
Which shader is that omnifreaker's UberSurface?
Are you sure the Ambient is OFF for all the skin surfaces?
I actually don't have any shaders applied to G2M, the only shaders used are on his accessories.
I wasn't no, so I checked and turned it on for the ears and it still has the same red effect.
You always have a shader applied, the Default Daz Shader if nothing else. The parameters in your screenshot, however, are not the Default Daz Shader. Look at top-left of the Surfaces pane to see which shader is applied.
Okay, you learn something new every day - I had NO idea that a different shader could be applied without me doing anything (as I never applied one to him, so I just assumed it was all the default). It was omHumanSurface that was on the ears instead however. Changing it to the DS default like the rest of the surfaces has solved the problem. Thank you guys SO much!
A material preset also includes which shader to use, so you don't have to specifically apply one, the original preset used will have done it.