Transfering 3rd party figure shape into Genesis (1,2 or 3)?

SotoSoto Posts: 1,450

Hi!

This may be a stupid question, but can I transfer the shape of a 3rd party figure to (any version) of Genesis? I mean, buying a 3rd party figure and make Genesis look like it. If so, how and what`s involved?

Thanks.

 

Comments

  • Hellboy said:

    Hi!

    This may be a stupid question, but can I transfer the shape of a 3rd party figure to (any version) of Genesis? I mean, buying a 3rd party figure and make Genesis look like it. If so, how and what`s involved?

    Thanks.

     

    If you mean a fully separate figure like say Sadie or Mavka, that was likely a matter of sculpting Genesis into that shape. Z-brush seems to be popular for that.

     

    If it's a morph for V4 or something like that there's GenX and its plugins to transfer the morphs to Genesis.

  • ChoholeChohole Posts: 33,604

    I think it has something to do with creating a clone of the 3rd party figure, and I think you would need to vendor's permission to do that

  • Chohole said:

    I think it has something to do with creating a clone of the 3rd party figure, and I think you would need to vendor's permission to do that

    Or at least only be doing it for personal use under most licenses. Can't distribute such a morph or clone without the vendors permission but you should be able to make pictures with it. (I can see it being useful for using certain Genesis outfits/textures with a figure shape they might not otherwise be usable with.)

  • SotoSoto Posts: 1,450

    Thanks!

    It`s for personal use only.

    I just bought Star and thought how har would it be to convertit it into a Genesis shape (if possible).

  • ChoholeChohole Posts: 33,604
    edited February 2016

    Kattey did an in depth thread about creating clones,  Some time ago, so finding it could be fun.

    Edited to add that I did actually find it,  but it wasn't about 3rd party figures. 

    http://www.daz3d.com/forums/discussion/24093/transferring-morphs-from-genesis-to-g2m-g2f-and-from-g2m-g2f-to-genesis-now-with-clones/p1

    Post edited by Chohole on
  • Lissa_xyzLissa_xyz Posts: 6,116

    Here's the method of doing it in Poser via the morph brush. It's in the Poser 10/Pro 2014 forum, but I don't remember if the tutorial required either of those as it's been a while. 

    http://forum.runtimedna.com/showthread.php?79163-The-Morph-Brush-Transfering-FBMs-to-other-characters

  • linvanchenelinvanchene Posts: 1,386
    edited February 2016

    for Zbrush:

    search the internet for "Zbrush Project All"

    In theory you can project different kind of details from a source mesh to a target mesh.

    This makes it possible to transfer shapes and details even when source and target mesh do not have the same vertices count, UV etc.

    I was able to use this technique when morphing G3F into a sphere.

    compare:

    http://www.daz3d.com/forums/discussion/71946/can-you-morph-genesis-3-female-into-a-sphere#latest

    - - -

    In theory "Project All" could be used to create very high detail morphs for higher G3F subdivision levels with 4'357'308 vertices instead of just the base resolution morphs with only 17418 vertices.

    Example:

    When you use the proper workflow you can get this result at 4'357'308 vertices

    There are two source subtools "spikes" and "scars".

    The details of both source subtools were projected to the target subtool G3F with Project All.

    image

    In practice there are currently some issues when trying to make this work with characters.

    Some of the issues are caused by the limited morph transfer options of DAZ Studio for common users.

    Example:

    When  you use GoZ to bring the morph back to DAZ Studio you are left with only 17418 vertices

    image

     

    Other issues are related to finding the exact settings for Project all for transfering different types of detail.

    Example:

    If you have not yet figured out the proper workflow and settings you may end up with something like this:

    image

    So yes, once again not a magic bullet but certainly an alternative to currently used and advertised workflows.

    - - -

    Project All at 4'357'308 vertices.png
    1920 x 1080 - 1M
    Detail covered at 17418 vertices.png
    1920 x 1080 - 594K
    Project All gone wrong.png
    1920 x 1080 - 1M
    Post edited by linvanchene on
  • SotoSoto Posts: 1,450

    Thanks for the replies!

    I`m alwas amzaed at what can be done with ZBrush, sometimes it`s lioke the closest thing to magic out there lol.

    I`ll give it a try, I know there will be many issues involved, but it`s worth a try. laugh

  • srieschsriesch Posts: 4,243
    edited February 2016

    .

    Post edited by sriesch on
  • carrie58carrie58 Posts: 4,083
    edited February 2016

                 I don't know if this is any help ,but I did this to Genesis with just dial morphs and scaleing ,I love the look of Star but haven't bought her ,and just did this looking at the promo pictures ,I think it's close ......

    GenesisasStar.png
    970 x 875 - 174K
    Post edited by Chohole on
  • SotoSoto Posts: 1,450

    Just wanted to say I appreciate all the help!

    Carrie, that looks great, at first I saw it and for a moment I thought you were able to do it haha. O.O

    With the RDNA merge I decided to support Star as the separate figure she is. Still will try the options provided here and have already learned some cool things, but I`ll take it easy about it :D

    Thanks a lot!

  • nonesuch00nonesuch00 Posts: 18,723
    carrie58 said:

                 I don't know if this is any help ,but I did this to Genesis with just dial morphs and scaleing ,I love the look of Star but haven't bought her ,and just did this looking at the promo pictures ,I think it's close ......

    That's nice

  • carrie58carrie58 Posts: 4,083

    Thanks Hellboy ,I must be really close if you thought I had succeededwink ,glad you like her nonesuch00 laugh

  • j cadej cade Posts: 2,310

    Well... Here's Antonia...

     

    As G3 morph, created by me in blender mostly using the shrinkwrap tool

     

    Basically I scaled Genesis so all the proportions were the same as Antonia exported each as an obj and then used a combination of manually moving vertices around and the shrinkwrap modifier. Since the main scaling was done in studio, it was even pretty easy to make the head and body morphs seperate.  When I imported the body morph in I used reverse deformations and then erc freezed all the scaling so I didn't even have to do much fiddling with bones.

    Far from automatic, but under a day's work at least

    antonia.png
    700 x 1050 - 537K
  • nonesuch00nonesuch00 Posts: 18,723
    j cade said:

    Well... Here's Antonia...

     

    As G3 morph, created by me in blender mostly using the shrinkwrap tool

     

    Basically I scaled Genesis so all the proportions were the same as Antonia exported each as an obj and then used a combination of manually moving vertices around and the shrinkwrap modifier. Since the main scaling was done in studio, it was even pretty easy to make the head and body morphs seperate.  When I imported the body morph in I used reverse deformations and then erc freezed all the scaling so I didn't even have to do much fiddling with bones.

    Far from automatic, but under a day's work at least

    very nice

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    Yes, with the proper tools of a good modeller, it is very doable...no, it can't be done all within Studio.

    And the model you are morphing to doesn't even have to be rigged, just in a t-pose close or matching G3F (or M).

    Post edited by mjc1016 on
  • SotoSoto Posts: 1,450
    j cade said:

    Well... Here's Antonia...

     

    As G3 morph, created by me in blender mostly using the shrinkwrap tool

     

    Basically I scaled Genesis so all the proportions were the same as Antonia exported each as an obj and then used a combination of manually moving vertices around and the shrinkwrap modifier. Since the main scaling was done in studio, it was even pretty easy to make the head and body morphs seperate.  When I imported the body morph in I used reverse deformations and then erc freezed all the scaling so I didn't even have to do much fiddling with bones.

    Far from automatic, but under a day's work at least

    Wow! Gives me hope, that is a flawless conversion!

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