Nicely chiseled cheeks and features can easily be done with Normals and displacement.
To get stuff that sticks out and curves and whatnot, use geograft.
HD will not help you.
Can you take an already morphed character...a character dialspun from G8M...and then build the geograft from that, or do you have to start with base G8M? I was told that you can't sculpt a geograft from a deformed character, that you have to start from G8M in ZBrush...and that's another problem.
And out of curiousity, what is the purpose of an HD morph if everything can be done with maps and geografts? I just have to ask...I prefer using HD morphs because I can use their sliders and mix and match across characters, but it seems to be the discussion is going in the direction of it not being needed when so many people want access to it. I'm not trying to be a smartass or anything...I'm just wondering how/why.
I Dont much care about the PA HD tool....
however One of the Many reasons I still use Genesis 2 is because I Render them in external programs like Blender where I use the native subdivision.......
Subdividing a G3-G8 rounds the teeth due to lack of faces in the base geometry as shown in the pic......
not having this problem with the venerable G2.
Nicely chiseled cheeks and features can easily be done with Normals and displacement.
To get stuff that sticks out and curves and whatnot, use geograft.
HD will not help you.
Can you take an already morphed character...a character dialspun from G8M...and then build the geograft from that, or do you have to start with base G8M? I was told that you can't sculpt a geograft from a deformed character, that you have to start from G8M in ZBrush...and that's another problem.
And out of curiousity, what is the purpose of an HD morph if everything can be done with maps and geografts? I just have to ask...I prefer using HD morphs because I can use their sliders and mix and match across characters, but it seems to be the discussion is going in the direction of it not being needed when so many people want access to it. I'm not trying to be a smartass or anything...I'm just wondering how/why.
From a very old post: "The one real advantage HD morphs have is as jcms and mcms (ie the hd expressions where they dial in in response to something else)
For full body morphs, the benefits are pretty marginal over normal maps imo (somewhat more useful for things like monsters, but even then dramatically changing the shape can create massive texture stretching issues if you don't get the underlying base morphs close enough and at that point that, again, normal maps will probably do you.)
But honestly for full body people I find normal maps way more useful, particularly to get the same level of detail as the normal maps you have to set your figure to subd level 4 which even just for rendering makes my poor computer cry. (And then if you're exporting at that res to render somewhere else.... Lordy. Pls no)"
I don't remember exactly but I think the also help in making a smaller and more efficient product.
Normals and displacement could easily handle the details you are talking about.
Displacement gives unpredictable results based upon lighting angle. I've tried very hard to make displacement work, but it doesn't always work right. I find that displacement is most reliable on flat surfaces, like a wall, or a very flat surface of Genesis 8, like maybe the stomach area, in that regard displacement shines.
In my case I need to fine tune the geometry of an anatomical element, but there's almost no geometry to work with on the base resolution model. I need to make things more round, adjust the area depth, but the base resolution doesn't provide enough geometry. It triples the amount of time needed to fix things because I have to guess where the subdivision will take place. If I could just have one subdivision level I'd be happy with that, just one subd level will solve all my problems.
It would be great if somebody who knew were willing to share the process for getting access to the plugin once becomming a PA...
I understand that content could only be used for selling at DAZ, and I understand that much can be done with the use of geo grafts and normal maps, but that isn't my question.
I'm not trying to derail the conversation, but it's relevant to the topic and it would be helpful to know as I ponder my future path...
Does anybody know, or should I ask DAZ through a ticket or something?
It would be great if somebody who knew were willing to share the process for getting access to the plugin once becomming a PA...
I understand that content could only be used for selling at DAZ, and I understand that much can be done with the use of geo grafts and normal maps, but that isn't my question.
I'm not trying to derail the conversation, but it's relevant to the topic and it would be helpful to know as I ponder my future path...
Does anybody know, or should I ask DAZ through a ticket or something?
It would probably be best to contact someone at Daz to find out in detail what the process would be. They know better than anyone how things work and how to guide people who are interested in becoming PAs. Try the Publishing page. There's lots of info there and an email address down towards the bottom for asking further questions. I hope that helps you get started. :)
It would be great if somebody who knew were willing to share the process for getting access to the plugin once becomming a PA...
I understand that content could only be used for selling at DAZ, and I understand that much can be done with the use of geo grafts and normal maps, but that isn't my question.
I'm not trying to derail the conversation, but it's relevant to the topic and it would be helpful to know as I ponder my future path...
Does anybody know, or should I ask DAZ through a ticket or something?
I was going to suggest going to Deviantart and search for Sickleyield then read Making a Living at Daz3D which a lot of PA's used as their bible....
Comments
Nicely chiseled cheeks and features can easily be done with Normals and displacement.
To get stuff that sticks out and curves and whatnot, use geograft.
HD will not help you.
Can you take an already morphed character...a character dialspun from G8M...and then build the geograft from that, or do you have to start with base G8M? I was told that you can't sculpt a geograft from a deformed character, that you have to start from G8M in ZBrush...and that's another problem.
And out of curiousity, what is the purpose of an HD morph if everything can be done with maps and geografts? I just have to ask...I prefer using HD morphs because I can use their sliders and mix and match across characters, but it seems to be the discussion is going in the direction of it not being needed when so many people want access to it. I'm not trying to be a smartass or anything...I'm just wondering how/why.
From a very old post: "The one real advantage HD morphs have is as jcms and mcms (ie the hd expressions where they dial in in response to something else)
For full body morphs, the benefits are pretty marginal over normal maps imo (somewhat more useful for things like monsters, but even then dramatically changing the shape can create massive texture stretching issues if you don't get the underlying base morphs close enough and at that point that, again, normal maps will probably do you.)
But honestly for full body people I find normal maps way more useful, particularly to get the same level of detail as the normal maps you have to set your figure to subd level 4 which even just for rendering makes my poor computer cry. (And then if you're exporting at that res to render somewhere else.... Lordy. Pls no)"
I don't remember exactly but I think the also help in making a smaller and more efficient product.
Displacement gives unpredictable results based upon lighting angle. I've tried very hard to make displacement work, but it doesn't always work right. I find that displacement is most reliable on flat surfaces, like a wall, or a very flat surface of Genesis 8, like maybe the stomach area, in that regard displacement shines.
In my case I need to fine tune the geometry of an anatomical element, but there's almost no geometry to work with on the base resolution model. I need to make things more round, adjust the area depth, but the base resolution doesn't provide enough geometry. It triples the amount of time needed to fix things because I have to guess where the subdivision will take place. If I could just have one subdivision level I'd be happy with that, just one subd level will solve all my problems.
It would be great if somebody who knew were willing to share the process for getting access to the plugin once becomming a PA...
I understand that content could only be used for selling at DAZ, and I understand that much can be done with the use of geo grafts and normal maps, but that isn't my question.
I'm not trying to derail the conversation, but it's relevant to the topic and it would be helpful to know as I ponder my future path...
Does anybody know, or should I ask DAZ through a ticket or something?
It would probably be best to contact someone at Daz to find out in detail what the process would be. They know better than anyone how things work and how to guide people who are interested in becoming PAs. Try the Publishing page. There's lots of info there and an email address down towards the bottom for asking further questions. I hope that helps you get started. :)
I was going to suggest going to Deviantart and search for Sickleyield then read Making a Living at Daz3D which a lot of PA's used as their bible....
Thank you both for the suggestions, I'll follow up on both! It is greatly appreciated!! :)