Stardust Glitter Makeups help

TomCatOliverTomCatOliver Posts: 195
edited October 2019 in The Commons
  • MERCHANT RESOURCE USE:

    • "When using this product as a resource, combine the transparencies onto one map instead of using several shells to make it easier for your customer." 

 

The above is from the readme file. I just started playing around with this to create some of the makeups for a character I'm working on. I can't find any installed instructions regarding creating textures for characters for sale other than the readme - what I'd like to know is, how exactly do you go about "combining the transparencies onto one map"?

Is this saying that you should end up with a standard "face" texture map, complete with the makeup on it, instead of a geometry shell, or am I totally misunderstanding it?

Post edited by Richard Haseltine on

Comments

    • MERCHANT RESOURCE USE:

      • "When using this product as a resource, combine the transparencies onto one map instead of using several shells to make it easier for your customer." 

     

    The above is from the readme file. I just started playing around with this to create some of the makeups for a character I'm working on. I can't find any installed instructions regarding creating textures for characters for sale other than the readme - what I'd like to know is, how exactly do you go about "combining the transparencies onto one map"?

    Is this saying that you should end up with a standard "face" texture map, complete with the makeup on it, instead of a geometry shell, or am I totally misunderstanding it?

    Yes, no Geometry Shells or LIE layers - the maps must be integrated with the base texture in a single image file.

    • MERCHANT RESOURCE USE:

      • "When using this product as a resource, combine the transparencies onto one map instead of using several shells to make it easier for your customer." 

     

    The above is from the readme file. I just started playing around with this to create some of the makeups for a character I'm working on. I can't find any installed instructions regarding creating textures for characters for sale other than the readme - what I'd like to know is, how exactly do you go about "combining the transparencies onto one map"?

    Is this saying that you should end up with a standard "face" texture map, complete with the makeup on it, instead of a geometry shell, or am I totally misunderstanding it?

    Yes, no Geometry Shells or LIE layers - the maps must be integrated with the base texture in a single image file.

    OK, but how exactly do I go about creating the single texture map from, for example, an eyeshadow preset I've created that currently exists as a set of geometry shells?

    • MERCHANT RESOURCE USE:

      • "When using this product as a resource, combine the transparencies onto one map instead of using several shells to make it easier for your customer." 

     

    The above is from the readme file. I just started playing around with this to create some of the makeups for a character I'm working on. I can't find any installed instructions regarding creating textures for characters for sale other than the readme - what I'd like to know is, how exactly do you go about "combining the transparencies onto one map"?

    Is this saying that you should end up with a standard "face" texture map, complete with the makeup on it, instead of a geometry shell, or am I totally misunderstanding it?

    Yes, no Geometry Shells or LIE layers - the maps must be integrated with the base texture in a single image file.

    OK, but how exactly do I go about creating the single texture map from, for example, an eyeshadow preset I've created that currently exists as a set of geometry shells?

    Essentially you replace the shells (or LIE layers, or Diffuse Overlay maps) with layers on top of the base head map in your image editor and save the result as the new make-up map.

    • MERCHANT RESOURCE USE:

      • "When using this product as a resource, combine the transparencies onto one map instead of using several shells to make it easier for your customer." 

     

    The above is from the readme file. I just started playing around with this to create some of the makeups for a character I'm working on. I can't find any installed instructions regarding creating textures for characters for sale other than the readme - what I'd like to know is, how exactly do you go about "combining the transparencies onto one map"?

    Is this saying that you should end up with a standard "face" texture map, complete with the makeup on it, instead of a geometry shell, or am I totally misunderstanding it?

    Yes, no Geometry Shells or LIE layers - the maps must be integrated with the base texture in a single image file.

    OK, but how exactly do I go about creating the single texture map from, for example, an eyeshadow preset I've created that currently exists as a set of geometry shells?

    Essentially you replace the shells (or LIE layers, or Diffuse Overlay maps) with layers on top of the base head map in your image editor and save the result as the new make-up map.

    So basically, just use the textures and masks in the runtime textures folder as layers in photoshop, and forget about creating any makeups straight onto g8 from within DazStudio itself?

    I'm fine with doing it that way if that's what needs to be done, but it isn't quite what I was expecting to have to do when I bought it. And presumably it'll still need a bit of extra work once the map is loaded onto the figure in DS, in order to get the shimmer effect using metallic flakes, I guess.

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