Garibaldi Hair System will not paint on certain Available Surfaces

On the setup page of the Garibaldi Hair Editor, I select "Torso" and "Face" underneath "Available Surfaces."

When, I go to the "Paint" tab and start to paint, only the polygons associated with the face can be painted upon -- not the polygons associated with the torso label, even though both were checked under "Available Surfaces" on the previous page.
Why does this happen? How do I correct it?

Any help would be greatly appreciated.

Comments

  • This is because the Genesis 3 figures use different UV tiles for each map, for better compatibility with other applications (such as Mari for painting). You can still paint a map in an image editor and apply it to the model in Garibaldi, just not paint directly within the interface.

  • GoneGone Posts: 833

    G3 uses a different UV mapping system that Garibaldi does not recognize. You need to paint the distribution map in a paint program and then import it to Garibaldi.

    The paint tab is the only one that relies on the UV map system so there are no problems making the hair once you import the maps.

    If you go to the main Garibaldi thread, on the last couple of pages there is a basic distribution map you can download and instructions on how to import it.

  • Thank you both Richard Haeltine and Gone. I have a better undertanding of why this happens. It has something to do with the UV mapping system of Genesis 3 characters. And appearently one has to be quite adept to get Garibaldi to work with it.
    Gone pointed me to page 46 of a forum on Garibaldi. I followed its directions. This is how far I got...

    ► I created a windows folder named G3FHair.

    ► I downloaded Face.png and Torso.png images and saved them to G3FHair folder.
    ►In Daz3D I clicked on edit Garibaldi Hair.
    ►Selected Face and Torso under Set Up.
    ►In the paint tab, I clicked Import and selected the G3FHair folder I made.
    ►In the wondow that pops up "New Item Name" by default was the name of my folder. I kept that the same. Whereas, under "New Item Type" when I selected "Grey" an error appears saying "Texture import report File: C:\Users....face.png could not be matched to available mesh"
    At that same jucture when I select "Colour" instead of "Grey," the texture import report window reads "Success."


    ►To my dismay, these efforts only influcened the face polygons again. So, I feel like there is something I am still missing in what you all are saying. 

  • patience55patience55 Posts: 7,006
    edited December 2015

    Or there's this way; export out the .obj of G3 "collapse uv set", clear the scene, import that .obj back in and then try Garibaldi. [going from memory here, hope I'm not missing a step, check tut]
     

    I have a tutorial at DA.

     

    Post edited by patience55 on
  • j cadej cade Posts: 2,310

    I also do a lot of my strand hairs on a skull cap (stolen from traditional hairs) instead, although it can be hard if its supposed t interact with the shoulders. but for short hair I think skull caps are the way to go, they come with pre-made black and white texture maps, and you can reuse the same hair you created on a different figure.

  • patience55patience55 Posts: 7,006

    Sneeky, sneekly lol ... good idea!

  • GoneGone Posts: 833

    Two things:

     - Something must have been done wrong when you imported "grey". The map must use the grey option in order for it to be used as a density map.

    - Because of the UV difference, you will never see any other surface (other than "Face") showing any colour in the paint panel. The strands will show correctly in the other panels once the map is selected for use in those panels.

    -----------------------

    I've used skull caps a few times but - as noted - they are a problem with longer hair styles tying to get the hair to lay properly on the figure. Mind you, it does force you to work your imagination when styling. laugh

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