Kahu for Kimo 7 anatomical elements Mats - Poor Colour Match for Body Mats
During the xmas sale I bought a number of new characters, Kahu being amoungst them.
The gens mats colour is a slight mismatch at the front, but you have to look carefully, however at the back it is way out, and is to my mind a shoddy piece of work.
I the early days of geografting gens there were a number of poor mats around, but I was prepared to forgive as it was new to the artists. Now there are a lot of mats out there that have perfect matches, indeed I have been using the Legacy UV package by Caman Studios and that does a very good job of transferring Genesis 2 UVs to Genesis 3.
The partial screenshot shows one are of the join at it loads, not altered in any way. Its not acceptable.
Post edited by Chohole on

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I don't own that product, so I can't check it. You can submit a help request to customer service and see if the artist will update the product. If it does not get fixed within 30 days of your purchase date, you can give up and request a refund. Of course, you don't have to wait 30 days to request a refund. If you are just unhappy with it, you can return it for refund right now. You do that by submitting a help request, too.
Thanks
Are you sure you loaded the correct material files? I don't have that set, but it looks like it could be the result of a bad mix of materials (different shaders on body vs geocraft).
Is this one of the characters that have separate Iray materials presets for Legacy (D|S4.8) and Normal (later than D|S4.8)? Some characters have presets for the body and for the anatomical elements, some have a "hierarchical preset" that applies both at once, and some have a weird setup where you have to apply the normal body preset, then the Legacy body preset. It can get confusing.
(FWIW, the difference is because NVidia issued a fix for a particular glitch in the way some materials parameters are rendered. This fix was too late to be included in the first few release versions of Iray-capable D|S, so some characters have these two different body presets.)
Don't most of the gens mats have a trans map around the outer edges of the map so it blends into the main character texture? Looks like it's missing. The gens materials are definitely lighter than the character textures tho.
Laurie
Not the Genesis generations, no. The Mil4 versions and earlier have that transmap, and also if you're using Cayman Studios Legacy UV product.
I have Kahu, and my copy has the same issue. I hadn't noticed until this thread. If you use the hierarchical materials/full mat preset, or if you use the specific gens presets, you get this mismatch.
Kahu comes with 3Delight, Studio 4.8 Legacy, and Studio 4.9 materials presets. All three show the same issue, and shader settings are identical between the torso and gens, so it's a matter of something being off on the texture color.
I wonder if those PAs are maybe having an issue with their material sources. I have Enkil, done by the same people, and his actual genital texture is very wrong, with a clear, sharp dividing line between the groin section of the diffuse, which matches the main body, and the startlingly pale genital section. That's all one file and one surface, so it's not a shader issue at all. He also has an issue with his actor file not calling his morphs; all it does is put his texture on default G3M's body. Should have filed a ticket, I suppose, but they were both easy enough to fix.
You have to systematically go through the maps. Clear all the images from all the channels, set the shader for a matte appearance then start adding image in to the diffuse channel only, do this for every image set( Diffuse, Translucancy etc). Sometime the difference will be noticalble with out rendering sometimes not. If the difference only shows when rendered this usually means there is a problem with the gamma settting for one of the images.
<headdesk>
Never mind half of what I said upthread; I've bought so much stuff in the sales last month I forgot I have the Kahu textures, I just hadn't tried it out yet.
Okay, I see now what the OP means, and yes, it does seem to be some kind of graduated mismatch between the front and back ends of the material. I can even see it in the Viewport (OpenGL, not Iray Preview) without rendering, if the lighting angle is just right — almost invisible in a front view, very obvious in a back view.