Is there a way to convert genesis 8 textures to genesis 9?

Is there a way to convert Genesis 8 textures to genesis 9?  Or should I finally try to make skin textures from my resource photos I still have?

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  • LeanaLeana Posts: 12,758
    edited January 2023

    Do you want to actually convert it, or simply use the G8F texture on G9?

    In the second case, you can use this: https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female

    Post edited by Leana on
  • TSasha SmithTSasha Smith Posts: 27,261

    Leana said:

    Do you want to actually convert it, or simply use the G8F texture on G9?

    In the second case, you can use this: https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female

    i can't afford the legacy uvs for Genesis 9 at this time.

  • If that's the case, I suspect you're out of luck, I'm afraid. The material surface regions are different between the two generations, as are the UV's within those surfaces. As a result, it's fiendishly difficult to work out where the textures for each facet go between the two generations. If not using the geoshells supplied in the product you'd have to make them yourself, and re-map them yourself. Not an easy task - basically you'd have to duplicate Cayman Studio's work yourself.

    There is another way to do it, which is probably even harder work, and that's to write a program/script to read the two characters, take the maps and based on the UV's and material zones, copy the appropriate pixels from the G8 maps and draw them on the temporary G9 maps which could then be applied to the G9 figure. Not easy, and fraught with possible errors. Some of the possible problems include:

    • How do you map from one character to the other, especially if they are different proportions?
    • How do you stretch pixels in the maps if the distortion on one generation is more or less than on the other generation character in that area of the model?
    • How do you deal with the G8 facet's texture crossing a boundary between G9 material zones? Unless it's overlapped correctly, a seam will skow.
    • Just keeping track of the temporary texture files could be a problem in the long run.

    These are not insignificant problems, and it'll take a lot of work to overcome them. Consequently, it's probably quicker & easier to save up for the Cayman Studios geoshells. Probably not what you want to hear, but I fear some things are less than easy.

    Regards,

    Richard.

     

  • There are instructions in other threads for using an external application (I've been told Blender isn't good for this, though that is surprsing) to bake between meshes - you needto get Genesis 9 into the Genesis 8 Shape, or vice versa, perhaps using the clone shape as a starter then you aply the maps you want to convert to the Genesis 8, set the Genesis 9 up to receive the enw maps, and bake.

  • cowdogcowdog Posts: 14

    I'm experimenting with Blender to do this. Since I'm a novice Blender user, it's been tedious, but I managed to convert the Eva 7 skin textures (for GF8) to G9 via baking.I haven't done the normal, bump, or SSS maps.

  • kaincypher84kaincypher84 Posts: 12

    I woke up today to work on this for a game project I am making in Unity and conveniently had looked it up to see what solutions there were and saw this thread and can't believe someone posted same day about it when I was planning on trying to find a quick solution.

    I used an old template, and lining it up perfectly wasn't right...

    So, I decided to start from scratch, so anyone can do it in a matter of minutes.

    This took about 5 minutes from opening Daz to taking the video showing the results.

    I used Blender 2.79, I can't get it to bake properly on newer Blenders.

    Daz steps:
    1. Load Genesis 9 dev load into scene, set to base, change to show hidden in parameter preferences, search Genesis 8 Female, dial it up to 100
    2. Load Genesis 8 Female, set to base
    3. Move left thigh -7 and right thigh 7 on side to side on Genesis 9 to line the thighs

    Your Genesis 9 will now match your Genesis 8 perfectly and you are done with Daz after export.

    Export your two Genesis 8 and Genesis 9 FBX together to Blender with Collect textures

    Blender steps:
    1. Import FBX with pre/post rotation set to off
    2. Select Genesis9.Shape, go to UV editor, deselect all, under materials click Select so it is the only thing selected in blender, you should see the UV editor is blank with the arms to the right of the UV map.
    3. Press A in the UV editor and drag the arms, body, head, or legs (whatever currently you need) with G and hold CTRL to snap it into place
    4. Click NEW texture in the uv/editor still, set a texture as 4096x4096 name it G9_Arms. "Save as" and save the image <- This is very important! (or you will get circular dependency errors and your texture will not complete)
    5. Repeat this for the legs, head, torso.
    6. You should have template files now on your HD called G9_Arms, G9_Head, G9_Body, G9_Legs
    7. Check your Genesis 8 has materials assigned, you DO NOT NEED UV EDITOR for the Genesis 8.
    8. Shift Click the Genesis 8 first and then the Genesis 9 as your active object.
    9. Go to the Render settings (The camera icon). Make sure you are in Cycles or you will not see the bake settings. Go to the bake settings. Change it to "Texture" (and not Full Render) Click Bake.

    You now have any Genesis 8 texture on Genesis 9 and as long as you can line up any generation this process is the same.

    Here is a video of the texture baking from a Genesis 8 to a Genesis 9. I am working on scripts to automate this process in Blender since right now swapping textures to make roughness, specular, normal maps is a lot of clicking and re-saving the template files etc.

    NSFW for nudity texture:

    https://streamable.com/jrmcdf

    I'll post more screenshots or a video of the whole process if needed.

  • cowdogcowdog Posts: 14

    kaincypher84 said:

    I used Blender 2.79, I can't get it to bake properly on newer Blenders.
     

    I managed to get this working in Blender 4.4.3, which,I believe, is the latest version (as of this post). Also, I exported/imported Wavefront (.obj) meshes into Blender. 

    I did manage to bake the skin textures, i.e. Head, Body, Arms and Legs. Basic workflow involved setting up the UV maps under UV Editing, then moving to Shading and creating a new image texture for G9. After that, baking the selected G8 textures into the newly created G9 texture image. There were a lot of steps in this process, and each texture image variant required creating the diffuse, bump, normal, specular and SSS maps. 

    In a nutshell, it was a tedious process.

     

  • crosswindcrosswind Posts: 9,561

    I could also get it done with Blender 4.4.0 though I usually do it with FaceForm Wrap, which is more accurate. With Blender, I recommend using Simple Bake which can make your conversion process faster.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,081
    edited July 9

    there other free solutions but all need some effort on your behalf  cheeky

    for example just using the skin geometry from Genesis 8 and Autofitting it to 9 as a bodysuit since 9 has a separate skin mesh anyway

    (convert to prop and edit it with the geometry editor removing the other bits)

    then turn off the visibility eye for the G9 body mesh

     you can add subdivision to ithe G8 skin mesh so it will  autofollow HD morphs etc, set it as the smoothing collision for clothing etc

    Post edited by WendyLuvsCatz on
  • neomanneoman Posts: 79

    Here is a tutorial to get your G8 textures on G9: 

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