So maps for Genesis 9. How?

KeikuKeiku Posts: 143
edited October 2022 in The Commons

Since we no longer have separate surfaces for Lips, Face, Head, Sclara, Irises, etc, we can't simply change settings indiviually for those items, it must be global.

Having mentioned/asked this in a number of posts already, I received the response to use maps and the L.I.E. editor. Ok. So can anyone point me to some tutorials on how to make that happen?

Opening the L.I.E. Editor (which I'm not even sure I'm getting to correctly or if its the full editor) it seems to have a couple options for moving things horizontally and vertically and that's pretty much it. Normally, I find I can actually get something done on a texture if I just open it in Photoshop, but I don't understand how anything can be edited in the L.I.E. Editor despite it's name.

Also if I am to create maps, I assume this would behave like opacity maps and others where black hides, white shows. So then to make lips glossy or irises glow, I'd have to hide everything else from being affected. But then, wouldn't that break what's already applied? For instance with glossy lips, the face still needs some gloss, but not uniformily across it's surface.

Post edited by Keiku on

Comments

  • cgidesigncgidesign Posts: 442

    LIE compared to individual surfaces is very limited. Everything now needs do be painted because e.g. the head, face, lips are one surface. No way to e.g. change roughness for only the lips. You have to paint the roughness map for that.

    I already started to create new surfaces. E.g. lacrimals are part of the head and share the same texture. I wanted to make them a bit more red. Instead of just adding red in the surface I now need to open an image editor, paint the texture, save it back, load it in the surface, hope that result is ok, repeat. With my new surface it is back to normal - just use the surface slider.

    Maybe you like to investigate geometry editor in DS. The geometry editor is the tool to greate custom surfaces and it does some other things as well.

  • charlescharles Posts: 866
    edited October 2022



    Also if I am to create maps, I assume this would behave like opacity maps and others where black hides, white shows. So then to make lips glossy or irises glow, I'd have to hide everything else from being affected. But then, wouldn't that break what's already applied? For instance with glossy lips, the face still needs some gloss, but not uniformily across it's surface.

    Yeah basically, and once you create the lip mask, and probably there will be stuff like that free in the next day or so, you don't really have to worry about recreating that. 

    Post edited by charles on
  • KeikuKeiku Posts: 143

    cgidesign said:

    LIE compared to individual surfaces is very limited. Everything now needs do be painted because e.g. the head, face, lips are one surface. No way to e.g. change roughness for only the lips. You have to paint the roughness map for that.

    I already started to create new surfaces. E.g. lacrimals are part of the head and share the same texture. I wanted to make them a bit more red. Instead of just adding red in the surface I now need to open an image editor, paint the texture, save it back, load it in the surface, hope that result is ok, repeat. With my new surface it is back to normal - just use the surface slider.

    Maybe you like to investigate geometry editor in DS. The geometry editor is the tool to greate custom surfaces and it does some other things as well.

    Yeah, it's far more complicated now than before. I was thinking about just using the geometry editor as a workaround too. How smooth are the transitions though?

  • cgidesigncgidesign Posts: 442
    edited October 2022

    Not smooth - same like with previous generations of the figures.

    For "close up quality" painting the maps was required in the past as well. But for the usual "make the lips glossy" stuff for a distant shot it is more easy with individual surfaces.

    Post edited by cgidesign on
  • PerttiAPerttiA Posts: 10,024

    They said G9 was better and easier to work with, but they haven't said how...

    Other companies explain, what has been changed and how to utilize the improvements.

  • KeikuKeiku Posts: 143

    PerttiA said:

    They said G9 was better and easier to work with, but they haven't said how...

    Other companies explain, what has been changed and how to utilize the improvements.

    Indeed. I think it is more for the PAs then the artists. Perhaps it's simpler for them to do things.

  • nonesuch00nonesuch00 Posts: 18,729

     

    I guess people that make their own textures now really need a tool like Substance tools or Marmoset Toolbag.

  • Please don't keep reposting the same question, the answer does not change and you are just wasting other people's time as they try to answer.

This discussion has been closed.