Different skin maps for all Gen 3 characters is dumb

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Comments

  • murgatroyd314murgatroyd314 Posts: 1,568
    fastbike1 said:

     I guess I don't understand the problem. Every G3F skin will work on every G3F character. Here are a couple of examples.

    Fauvist said:

    You know, just make every skin work on every character and figure.  Every clothing item work on every character and figure.  Every hair model.  Like others have said - all this confusion MAKES ME BUY LESS OF EVERYTHING.  Oh - only iRay - don't buy.  Oh - only Genesis 3 male - don't buy.  If whatever it is isn't essentially compatible with everything I already own - then DON'T BUY.

     

    Yes, you can use any skin on any character, but with multiple UV maps, you can't mix-and-match components of different skins. You can't take, say, the diffuse map (color) from Victoria and use it with the normal map (texture) from Bethany.

  • CybersoxCybersox Posts: 9,451
    But please let people who care about quality also have their turn.

    That is why I spend money on pro bundles that feature higher quality  specific shapes with their own UV sets, superior texture quality and HD morphs.

    Just as a note, NONE of the add on charadcgters in ANY of the Pro bundles released in the last year have actually used those characters' unique UVs except for the one on the actual base figure itself.  If DAZ can't be bothered to use that UV on product that they're actually paying for (as DAZ Originals) on items that are being packged specifically with the products launch, it's hard to imagine that they consider it a real selling point.   

       

  • nonesuch00nonesuch00 Posts: 18,795
    But please let people who care about quality also have their turn.

    That is why I spend money on pro bundles that feature higher quality  specific shapes with their own UV sets, superior texture quality and HD morphs.

    Just as a note, NONE of the add on charadcgters in ANY of the Pro bundles released in the last year have actually used those characters' unique UVs except for the one on the actual base figure itself.  If DAZ can't be bothered to use that UV on product that they're actually paying for (as DAZ Originals) on items that are being packged specifically with the products launch, it's hard to imagine that they consider it a real selling point.   

       

    It's probably a selling point for some high end clients that do make their own unique texture sets, although I don't now who those clients would be. It certainly does no harm to have them outside of some confusion which set to you actually need for a particular character.

  • wizwiz Posts: 1,100
    glaseye said:

    custom uv maps provide less distortion for the character shape they are designed for, use a base uv map on a curvy figure, and you get distortions in some areas.

    No, they don't, really. I wrote a program to convert texture formats, using PTEX as the intermediary, and that provided a way of analyzing polygon distortion. I ran it on all the currently available Genesis 2 and 3 texture maps, and, on average, the "custom" maps had worse distortion than the base maps. And just to add insult to injury, some of the custom maps had errors: overlaps and folds.

    glaseye said:

    I guess that was the main reason for creating custom uv maps.....

    I'm betting it's a marketing thing.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,434

    and possibly PA's painting in apps that change the UV's and not wanting to convert back with map transfer etc which one could actually do with all of them.

    A nice easy for users batch map transfer scripting facility would go a long way is anyone wanted to market it.

  • CybersoxCybersox Posts: 9,451
    edited June 2017
    wiz said:
    glaseye said:

    custom uv maps provide less distortion for the character shape they are designed for, use a base uv map on a curvy figure, and you get distortions in some areas.

    No, they don't, really. I wrote a program to convert texture formats, using PTEX as the intermediary, and that provided a way of analyzing polygon distortion. I ran it on all the currently available Genesis 2 and 3 texture maps, and, on average, the "custom" maps had worse distortion than the base maps. And just to add insult to injury, some of the custom maps had errors: overlaps and folds.

    That doesn't surprise me.  The rate at which the last two generations of "base figures" have been cranked out has escalated rapidly and the content of the Pro Bundles has become decidedly potluck and filled with fillers that don't really seem to go with the specific base figures.  When you cram things through quality control that fast, things can get missed in the rush.   

    Post edited by Cybersox on
  • nicsttnicstt Posts: 11,715

    You can use the map transfer utility to convert between the UV sets for a character if you want.  There is some distortion (depending on how different the character UVs are) and it does take a few steps but it is doable and after you convert the maps you can save and reuse them.

    I didn't get any noticeable distortion on the ones I converted; not done all I have though.

  • Oso3DOso3D Posts: 15,095

    Oh hey, I totally forgot I converted Reptilian 6 to M5. Huh. Cool.

    (On the topic of converting custom maps)

    Also realizing I can do a better Normal map, now that I have Substance Painter 2, so that I can more easily use HD morph items on other figures.

     

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