Tutorials ... Tutorials ... ies_gen3 :-)

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  • Silver DolphinSilver Dolphin Posts: 1,360

    Nice work on tutorials. Knowlege is aways good even if it is used for bad things. Thank you for your hard work!

  • Catherine3678abCatherine3678ab Posts: 2,986

    Nice work on tutorials. Knowlege is aways good even if it is used for bad things. Thank you for your hard work!

    You're welcome -- and hopefully knowledge is used for more good things than bad ;-)

     

  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 11

    Sometimes one feels rather ambitious ... and thinks maybe that they would like to rig their own model. This is one of those types of projects ;-) It may or not ever be completed; however, in order to complete it, it must first be started :-)

    For this walk through project let us make use of a BEAUTIFUL model of an Otter. It was recently released for free by MSteph over at ArtStation. Click here.

    ArtStation is a professional type website so for those with tempers, cool it. Be polite. If you don't have all what seems required for to join, just send the owner a nice email and he can help with the verification process.

    Programs used for this tutorial: Daz Studio of course and Hexagon. One can certainly use a different modeler, the bridge is not employed in this project.

    For the otter, it is a good idea to also Google for some skeleton images of otters to have an idea as to the bone structure of an otter.

    For the purposes of rigging in D/S, this is the one time I do recommend saving scenes with work in progress. It is NOT a 5 minute task! In Hexagon ALWAYS save the project, making frequent incre-saves.

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 11

    To start, we import the otter .obj file into Hexagon using the cm size at 0.41.       0.41 is typically the 'Poser' size for these programs.

    I haven't done rigging for awhile so hopefully I'm remembering the steps in the right order ;-)

    001 import the otter.png
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  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 11

    and some more pics.

    If/when one has lots of spare time, one might rearrange the lines for the eyering to make for a neater uvmap in Hexagon. As that area is small and not expected to be receiving great details I'm leaving it as is.

    Remember to leave a little space between islands for the buffer zone. If placing them very close together, for example to match seams, one might consider sewing those islands together. Remember to SAVE the project first, then on the uvmap side, select ONLY lines to weld to lines. IF you weld dots, you will lose all those nice shading domains. IF you forgot to save the project first, you will not be happy.

    Questions are welcome but please do not include all the images in quotes, they can be clicked on and removed from the quote areas.

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  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 12

    Carrying on from where I left off, some tips and ideas ... each project is a learning experience. The more you practice the better you'll get {hopefully}. It's okay to go back and redo or remake the surfaces for the .obj and the entire process of rigging, as many times as need be. Remember to take breaks after a 'successful' moment rather than a bad moment if you can. Remember in Daz Studio one can make alternative uvsets so after getting the main uvset "just the way you want it" - export out the .obj file. Then {if you want to} remake of the surfaces in Hexagon to make the grouping for rigging an easy task. When exporting out that .obj do remember to give it a different name ;-)

     

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    103 resize and give one SD.png
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    104 almost done notice the change of location for the manipulator.png
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    106 now it is back in place.png
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  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 12

    Have to put some text here, so here's some text ;-)

    All right, all the images for this part are uploaded. If you get finished before I do, to make all the groups and get all the surfaces polished for the final .obj file, SAVE THE SCENE.

    You can also export out the final .obj file - be sure too that Write Groups and use existing groups are checked as well as Write Surfaces and write material library {no maps}.
    Ignore Invisible Nodes
    Use Bone Welds
    Write UV Coordinates

     

    110 if resize reposition anything export out using Carrara settings clear otter from scene and import back in new otter.png
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    113 Save the Scene make future saves as save as incre.png
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    114 next we use the Geometry Editor tool and make GROUPS.png
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    115 Ctrl i to refresh images.png
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  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 12

    If anybody knows of a 'formula' for how all the bones should be aligned, rotated, etc. for a 4 legged creature, feel free to share that info here ;-)

     

     

     

    Post edited by Catherine3678ab on
  • Silver DolphinSilver Dolphin Posts: 1,360

    I wonder if it would be faster just to copy the skeleton of the dog 8 and make adjustments? You could not share because it is dog 8 but it might work faster. The plus side is you could if you got permission from the creator of otter to release this as a freebie.

  • Catherine3678abCatherine3678ab Posts: 2,986

    I wonder if it would be faster just to copy the skeleton of the dog 8 and make adjustments? You could not share because it is dog 8 but it might work faster. The plus side is you could if you got permission from the creator of otter to release this as a freebie.

    Speed is not always the best factor for making decisions as to 'how-to' make things. Learning how to rig from scratch has benefits like being able to redistribute their own rigging for example.

    For those trying to make a living with 3D I noticed on the web an interesting page [topic closed now so no point for a link] on which people were applying for a rigging task, to rig one figure, and their bids were in the 3 digits - and they had like, 10 years experience rigging.

    The world of 3D modeling has many facets to it. Nobody is absolutely very good at everything, just not possible. Some have a talent for texturing, some for modeling, some for rigging, etc. It's good to learn some of the basics at least for many of the facets because they affect each other. If the model is badly made, ain't nobody rigging it beyond 'prop' ... if the model had a bad uvmap, ain't nobody gonna want to texture it ... and while at times some projects may seem daunting [even to me] often it takes longer to make the images and write the tutorial than it does to simply do the work. And I type fast.

  • Silver DolphinSilver Dolphin Posts: 1,360

    I'm not complaining. I like all the info on this subject. There is not enough info freely available on 3d in general and every little bit matters. I was just making a suggestion. I don't use this for money and my focus is mainly 2D and comics. I do a little animation but it is too much work which speaks loads about me being a bit lazy to put in the work!!! Consequently, I tend to look for the easy way out!!! hahaha Thanks for the tutorials, and keep up the good work.

  • Catherine3678abCatherine3678ab Posts: 2,986

    I'm not complaining. I like all the info on this subject. There is not enough info freely available on 3d in general and every little bit matters. I was just making a suggestion. I don't use this for money and my focus is mainly 2D and comics. I do a little animation but it is too much work which speaks loads about me being a bit lazy to put in the work!!! Consequently, I tend to look for the easy way out!!! hahaha Thanks for the tutorials, and keep up the good work.

    I took it as a suggestion, all is good ;-) I know I also like to find shortcuts for various tasks but alas some just don't really have shortcuts.

    Too much going on around here lately for me to get into working on this, this weekend. Plugging away a little at the vMat shaders though - mixing up huge batch of paint, some 113 pails {if all goes well}.

    I don't see anybody in here posting links to Pinterest so I haven't but they do have some cute vid clips of otter pups with people, one was sounding almost like a cat mewing while it ate something delicious. {signing up for Pinterest will result in daily emails}

  • Silver DolphinSilver Dolphin Posts: 1,360

    They do look cute, but most small animals are.

  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 22

    Making a Prop from an .obj

    Sales ... shaders :-)

    Finally purchased this item which is displaying a balloon dog. https://www.daz3d.com/pliable-plastic-iray-shaders

    Found the Balloon Dog mentioned in older forum posts. It is here: https://www.thingiverse.com/thing:11830

     The page may take a minute or two to load, it will load. Then click on 'Download all files' and it happens! :-)

    Unzip the .obj to wherever you like {where you can find it} and open Daz Studio.

    Import the .obj file and from the Parameters Tab resize it as desired. I used Genesis as a scaling guide. Then remove all save the .obj from the scene. Export out the .obj file using Carrara settings. Clear the scene. Import in that .obj file again using the Carrara settings. Add a colour [not a fancy shader] and Save the prop figure. Then find the shader presets and apply them ... adjust as desired ... and save out any material presets so desired. Enjoy :-)

     

     

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  • ed3Ded3D Posts: 1,000
    edited March 23

    _ Making a Prop - pretty good  _ and if  prop has several parts ??  _thanx

    Post edited by ed3D on
  • Catherine3678abCatherine3678ab Posts: 2,986
    ed3D said:

    _ Making a Prop - pretty good  _ and if  prop has several parts ??  _thanx

    Make several props ;-)

    Or rig it?

    What are you aiming for?

    Several parts could be tricked into becoming one part using Hexagon.

    Do you have a link for the available mesh you are specifically interested in? [hopefully free so everybody can try too]

     

  • ed3Ded3D Posts: 1,000

    Make several props ;-)

    Or rig it?

    What are you aiming for?

    Several parts could be tricked into becoming one part using Hexagon.

    _ am often making various "objects"
    _ and was supposeing Prehaps to make props out of them,   _ well Perhaps

  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 24
    ed3D said:

    Make several props ;-)

    Or rig it?

    What are you aiming for?

    Several parts could be tricked into becoming one part using Hexagon.

    _ am often making various "objects"
    _ and was supposeing Prehaps to make props out of them,   _ well Perhaps

    In Daz Studio one object at a time can be saved to become a prop.

    To join several objects into one prop using Hexagon, one can rename all the parts the same and export out the .obj file. Then import back into Hexagon that export and fix up the materials. Uvmaps should be still as they were. When ready, export out that .obj file and import it into Daz Studio. Polish and make prop.

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  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 28

    Made a few morphs today ... posting this here so a certain somebody can see it.

    If there is any interest [from anybody] yes I can release the morphs when I finish ... hoping to get them also done for the girl's bodysuit.

    The clothing item is from the Toddler Twins.

    The diaper is a conversion from the diaper for Genesis available for free at sharecg.com.

    Update: released: https://www.daz3d.com/forums/discussion/395281/twin-toddlers-bodysuit-morphs

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    Post edited by Catherine3678ab on
  • ed3Ded3D Posts: 1,000

    In Daz Studio one object at a time can be saved to become a prop.

    _ alright then,    Thanx_

  • Catherine3678abCatherine3678ab Posts: 2,986
    edited March 28
    ed3D said:

    In Daz Studio one object at a time can be saved to become a prop.

    _ alright then,    Thanx_

    Doesn't make for a very exciting tutorial I know.

    A popular place to save them would be in your subfolder under My Library > Props > ....

    If making material presets for them, then to put them in their own subfolder along with the mat files helps to keep them organized.

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 2,986
    edited April 2

    Ready for 3D printing, cgtrader has several masks available for free.

    Knowing that some of the artists here are making renders for the cause I have downloaded one of the .obj files and will show how to make it into either a prop or a figure for use in D/S. {kindly do not redistribute the files - everybody has to download their own}

    Making use of this file: https://www.cgtrader.com/free-3d-print-models/hobby-diy/other/free-reusable-respirator-mask-coronavirus-covid-19

     

     

     

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  • Catherine3678abCatherine3678ab Posts: 2,986

    Sadly due to too much 'real life issues' going on around here, I won't be making any more tutorials for awhile. Hopefully things will settle down soon although going by the recent mailings, not likely.

     

  • Catherine3678abCatherine3678ab Posts: 2,986
    edited April 30

    2020 - what a ride!

    Getting back into work for the Rigging an Otter tutorial ... have decided {now that the uvmap is done} to reassign the mesh into body sections in the modeler. Keeping an .obj of the otter with the desired surface names for use later on to remake the default uvset {hope this concept still works, it's tricky - I did it once so I know it can be done}.

    For those interested in skin texturing, 3d.sk has lots of free samples one can use to learn texturing with. Some images are also good for reference purposes such as for poses, modeling, etc. There are videos on Youtube.com showing how to use 3d.sk textures as references to actually model your own figures, use the images for texturing and so forth. They use Zbrush.

    Included in the recent batch of images are a few faces so one could use those too for making some morphs with Face Transfer or one of the other plugins available for Daz Studio. n.b. With ANY of the face makers, consider the resulting texture images like starters - not the finished polished product! Having unrealistic expectations will only lead to disappointments. That being said I have noticed that the initial morphs and textures {from properly set up photos} made using Face Transfer result in what is/was/used to be, very acceptable types of figures for games, backgrounds, etc. For better realism making use of the made-for-it product is a good idea. Just keep in mind that the additional morphs are NOT being sold as merchant resources. FaceGen is another option which while more expensive does provide the options to morph more of the available Genesis figures. Indeed one can apply the same morph to each one - no need to be transferring these morphs between figures! And signs are showing that HeadShop 13 is on the horizon to be providing other interesting options like "love child" features.

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  • TorquinoxTorquinox Posts: 632

    Hi @Catherine3678ab , I just now found your thread and started wading through the raft of material here. Looks very helpful! Thanks for doing all this. Lots to see and learn yes

  • Catherine3678abCatherine3678ab Posts: 2,986
    Torquinox said:

    Hi @Catherine3678ab , I just now found your thread and started wading through the raft of material here. Looks very helpful! Thanks for doing all this. Lots to see and learn yes

    You're welcome. There's a little of this and a little of that, basically some information to help get one started.

    The rigging project though is, I find, the most intimidating because of the time consumption it requires. So poking my way through that one. If anybody is in a super hurry, there are some tutorials for sale in the store.

  • Catherine3678abCatherine3678ab Posts: 2,986

    Felt like making a geograft ... for an Android Access Panel ... so I made another tutorial ... and there are too many images to post so I put them into a .pdf file.

    Now I have never used this program before to make .pdf files - if there is any problem to open it, do kindly let know, thank you.

    Attached to post. Too big for post. Okay, Click Here. It is in a zip under 10mb.

    Making a Geograft and Morphing It - using Daz Studio and Hexagon.

     

  • TorquinoxTorquinox Posts: 632

    This sounds exciting, but Google is wanting me to sign in.

  • Catherine3678abCatherine3678ab Posts: 2,986

    Wow and that was just the beginning ... then there'd be a permissions request to go through.

    I think it's fixed now. They have changed how the pop-ups appear and apparently I had picked the wrong setting. So please try again. Should work now.

    Same url but with improved permissions.

  • TorquinoxTorquinox Posts: 632

    Thank you. Download works perfectly! Wow! That is quite a tutorial! There is a lot to the process. I will have to do some experiments to see more of how that works. Thanks again! yes

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