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Hmmm... "have sanked"?
I just ran into a huge problem with V7 - which I feel is quite a step backwards, and that is the removal of so many material zones. For instance the arms and the hands are merged and so are the legs and feet. And the neck, head, torso and hips are merged into one single material zone too. What was really the point with that?
Actually I now feel that the whole G3/V7 was a rushed affair. Wouldn't it have been better staying with the G2's for a few more years and worked on making them better?
Someone who does textures professionally can probably answer that better, but at a quick glance I would guess that since the new polys don't stretch as much as the old, joining multiple maps into one would allow us to map the figures with fewer seams. There've often been problems with where the neck meets the head, for example, which shouldn't be a problem now. Again, just a guess on my part, but to me it looks like an improvement.
That said, I also eagerly await some sort of plug-in or app that will convert textures...
-- Walt Sterdan
...I have yet to DL and install G3F. Without the morphs and expressions, not much can be done.
Also in looking at the UVs that wowie posted, it appears there could be seam issues with the way things are set up. In the upper arms alone there is a UV seam right down the middle as well as one between the shoulder joint and upper arm. Neither of these are apparent in the G2 UV. This is what most likely will make adapting older texture maps impossible without a conversion utility.
I admit that when it comes to UV mapping, I've kept myself as far away from it as possible (way, way too much work and I'm way, way too lazy). I am confused, though, where maps like Wowie's come from and how they're used (total UV newbie here). The few times I've done any texture mapping from scratch, I've always used the Mesh map and seam guides based on the mesh; for example, SnowSultan's G3F map, used as a texture map on G3F, comes out looking like the one attached, with what looks to me like clean, straight seams, and matches the textures done for Karen. What advantage is there to UV Mapping the model to match Wowie's UV guide? As well, comparing the mesh maps of G2F (left) and G3F (right) it still looks to me like G3F will have smoother mapping.
I honestly don't know enough about this to judge correctly, but I'd love for someone to explain what I'm missing here. I know the cool kids don't use the maps at all, and paint right on the models these days, but if I were going to paint a texture from scratch would I really need to use Wowie's UVs? I'd appreciate it if someone could break it down for me.
Thanks.
-- Walt Sterdan
wsterdan, to the best of my knowledge, all that wowie did was throw a uv grid checker on the model. You can get many different ones on the net. Here are some:
http://www.pixelcg.com/blog/?p=146
@Snowsultan did a lovely set of seam guides for G3F that I highly recommend. What wowie did was put the turn on the wireframe in the Draw setting in DS. It took me all of five minutes to be able to duplicate it.
There are also UVMap downloads on the My Account page that's attached to the G3F Starter Essentials. Those are official, and they work nicely. Snow used them to build his seam guides, if I'm not mistaken.
Thanks Cris and DarkSpartan, that helps a bit, but I guess where I'm falling down is understanding what information is actually being presented. What information is Wowie's mapping actually showing? What would be my take-away from Wowie's sample compared to the one I generated using Snowsultan's seam guide?
Again, thanks for taking the time to explain things.
-- Walt Sterdan
I think wowie was comparing the way the UVs were changed by lowering the arms on G2F and G3F - hence the use of a chequer pattern, to show changes.
...well for those a bit short, but not as tight on cash as I am, the next several days would be a good time to invest in G3 if you are interested.
Still sitting this out myself as I'd have to also get several characters to get some skin textures to use Would consider it if there was a set of generic skin types available as well like Gen 4 had. Also would need an Iray skin shader as well.
Now that G3F has musculature that flexes when posed, does that take away at least one of the reasons!? If auto follow gets fixed this thread could become moot.
CHEERS!
Yea, I had to buy those muscle morphs, with my Bruno morph applied to this new base, then add in the muscle morphs... **BAM**... total dude!
LOL, cool!
I can wait for the characters and HD morphs, I'm sure there will be discounts on them further down the line. I really wanted all the morph packs for G3F and the musculature was a bonus.
CHEERS!
Same here and it took me quite a while to move beyond Generation 4, mainly because loading just the Genesis figure in vanilla form would bring my monster rig to a crawl. Oddly enough Genesis 2 do not do that to my machine.
...not quite yet. I Still need:
A texture conversion utility to allow use of older skin maps or...
...a generic set of skin maps or...
...an update for Skin Builder Pro. (my budget cannot handle 13$ - 17$ a pop for characters as well as 32$ for the required base figures just to build a library of different skin maps).
An updated Growing Up morphs so I can create teens and kids.
Genesis (1) and Vicky 4 Autofit clones.
I'm sure they will come within time. I think, as time goes on, that this thread title will need '...yet.' adding to it to remain valid.
CHEERS!
Autofit Clones for Genesis 1 & V4 are here :)
http://www.daz3d.com/wear-them-all-autofitting-clones-and-clothing-smoothers-for-genesis-3-female-s
...OK that's one.
Still waiting on the others. The big holdout for me though is the texture map incompatibility issue, until that is dealt with, G3 is of little use.
That one may take a lot of work, you have to consider the differences between the way older textures are laid out and how the new ones are. I don't think it's a completely straightforward job. I'm not saying it can't be done, just that it may take a while.
CHEERS!
...exactly.
There are supposedly ways to do it yourself, if you have the savvy. That is not me.
Yep, I'm the kind of person that keeps content creators in business.
Thing is, you could be familiarising yourself with the aspects of G3F that are there while you wait. That's what I'll do for a while.
CHEERS!
They're on sale right now, just picked them up myself.
...I've been doing that with Iray. Lots of stuff to "digest", but I feel I'm really getting a good handle on it.
Besides, don't need yet another distraction from character development for my story. Had everything pretty well down with Genesis, then G2 came out and buggered everything up. Now I am close to that same point again. If I keep changing everything each time a new base Genesis figure comes out, I'll never get anything done.
...don't even have the head and body morphs yet. As I mentioned, not interested until there is something is available that mitigates the texture incompatibility issue in a more cost effective manner than purchasing a bunch of individual characters.
Standard morphs have been a reality since day three, and expressions are literally poses, rather than morphs that are billed as poses. If you had the need, you could make everything in the Expressions pack out of the basic dials in an hour or two without a modeler. As for skin resources, they're arriving much more quickly than they have been in the past. There's already two white girl and a black girl MR, all we're missing is Asian/Indian and Hispanic/Arabian/Mediterranean. As for the first two, I'm working on characters to fill those niches. For the last set, those are a bit more niche.
If you want a general Hispanic base, EJ Tatiana is fairly close. Rumiko will be basic Japanese, ForbiddenWhispers did a dark resource (which I'm planning an Austrailian Aboriginal character from), plus Kelly for V7 (which can be diffuse-shifted for near-Arabic to dark African). Mediterranean(Greek/Italian) might be a challenge.
If you get the 200 faces morphkit, you can duplicate very nearly all of the looks in question. As for saving your old G2F skins, we've already had that conversation, and there's a step-by-step tutorial to get you through conversion by way of Blender, which is free everywhere.
The only thing I don't think we can convert from previous generations to G3F is really long hair, which isn't any fun for me, as I adore having long hair on the girls.
Any chance for a link? Pretty please?
As for long hair - parent, move and scale ... probably a smoothing modifier thrown in - works quite well for me.
Edited again - looking at the newsletter that just got in, we will get Amisi today
http://www.daz3d.com/forums/discussion/60156/coming-soon-amisi-for-g3-commercial
Yeah, I'd like to see that too, might give me an excuse to look at Blender, I have it installed but have yet to do anything with it.
CHEERS!
...I've yet to get much past the opening screen.
...and I've tried it several times over the years. Having to key every move in, even for the camera just doesn't work for me. Hexagon makes much more sense, just wish it was more stable though.