Dear Creature Creators

2»

Comments

  • SnowSultanSnowSultan Posts: 3,798
    Oso3D said:

    A geograft can have a clean surface texture that doesn't move. I can paint a skin surface that flows naturally along the arm into the multiple lobster claws writhing at the end.

    With a conforming item, there's going to be some sort of transition that you can't necessarily rely on. And if you are using collision, need to be careful with whatever body parts are inside the comforming bit so they don't poke the conformer in weird ways.

    Geograft is going to make a much more natural item that looks like it's part of the figure. Conforming item might work for stuff that looks ... different. Like a big claw. Or a monster baby gnawing on someone's harm. Or whatever.

     

    Is there a program where you can paint a stroke or texture seamlessly across both figure and geograft though? As far as I know, you still have to paint each one separately. The collision issue is legitimate though, that could be a big problem. Conforming items still give you complete control over the transition with opacity maps however, and I still think we should be using them for any item that requires that sort of soft transition. 

  • Oso3D said:

    A geograft can have a clean surface texture that doesn't move. I can paint a skin surface that flows naturally along the arm into the multiple lobster claws writhing at the end.

    With a conforming item, there's going to be some sort of transition that you can't necessarily rely on. And if you are using collision, need to be careful with whatever body parts are inside the comforming bit so they don't poke the conformer in weird ways.

    Geograft is going to make a much more natural item that looks like it's part of the figure. Conforming item might work for stuff that looks ... different. Like a big claw. Or a monster baby gnawing on someone's harm. Or whatever.

     

    Is there a program where you can paint a stroke or texture seamlessly across both figure and geograft though? As far as I know, you still have to paint each one separately. The collision issue is legitimate though, that could be a big problem. Conforming items still give you complete control over the transition with opacity maps however, and I still think we should be using them for any item that requires that sort of soft transition. 

    ZBrush or 3D Coat, though in ZBrush you then have to fiddle to turn the polygon paint into separate maps. Mari and Mudbox too, I think.

  • Gordig said:
    RawArt said:

    Just to be clear...you did not give any examples of geografts that extend beyond the graft line.

    It is impossible for a graft to do that.

    Whatever you showed was not in fact a geograft.

    Then...what were they? Are you just quibbling over terminology? Because arguing about what is or is not a geograft does not at all address the fact that the thing that you keep saying is impossible has been done multiple times by different creators. If it's impossible to do with geografts, it's clearly not impossible to do with other methods that have - at least as far as I can tell - the same end result.

    Probably a Geometry Shell wih a special set of UVS

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,336
    Oso3D said:

    A geograft can have a clean surface texture that doesn't move. I can paint a skin surface that flows naturally along the arm into the multiple lobster claws writhing at the end.

    With a conforming item, there's going to be some sort of transition that you can't necessarily rely on. And if you are using collision, need to be careful with whatever body parts are inside the comforming bit so they don't poke the conformer in weird ways.

    Geograft is going to make a much more natural item that looks like it's part of the figure. Conforming item might work for stuff that looks ... different. Like a big claw. Or a monster baby gnawing on someone's harm. Or whatever.

     

    Is there a program where you can paint a stroke or texture seamlessly across both figure and geograft though? As far as I know, you still have to paint each one separately. The collision issue is legitimate though, that could be a big problem. Conforming items still give you complete control over the transition with opacity maps however, and I still think we should be using them for any item that requires that sort of soft transition. 

    Zbrush

    you can then hide polygroups to export overlapping UV's, it's not as easy as working with UDIMs but it can be done

  • Please keep the discussion civil, and address comments to the topic rather than at other posters.

  • Oso3DOso3D Posts: 15,090

    SnowSultan: Sure, you can do it in Substance Painter (which would be my #1 choice) or Mudbox (#2 choice).

    You just export the model with a geograft and you basically get an 'updated' figure. It's not hard at all.

    (I love Zbrush, but it's flippin WEIRD with painting and UV and such; I don't recommend it for painting)

     

  • SnowSultanSnowSultan Posts: 3,798
    edited January 2020

    I didn't know that you could do it in Substance Painter, thanks. That actually might affect what future creatures I buy here, as like Gordig, I am a bit hesitant to purchase things that require that the included skin textures be used with it. I kitbash everything, and will often buy products for a specific part or two.

    Post edited by SnowSultan on
  • Oso3DOso3D Posts: 15,090

    Note that if you want to paint across material zones, you're probably better off with Mudbox. Substance Painter is due to have cross-material painting... at some point soonish.

    However, SP has a LOT of very very very nifty procedural elements that can quickly create a half decent skin across everything you want, and then you can use all sorts of masks and adjustments to enhance it.

     

  • MelissaGTMelissaGT Posts: 2,611
    edited January 2020
    Oso3D said:

    SnowSultan: Sure, you can do it in Substance Painter (which would be my #1 choice) or Mudbox (#2 choice).

    You just export the model with a geograft and you basically get an 'updated' figure. It's not hard at all.

    (I love Zbrush, but it's flippin WEIRD with painting and UV and such; I don't recommend it for painting)

     

     

    Oso3D said:

    Note that if you want to paint across material zones, you're probably better off with Mudbox. Substance Painter is due to have cross-material painting... at some point soonish.

    However, SP has a LOT of very very very nifty procedural elements that can quickly create a half decent skin across everything you want, and then you can use all sorts of masks and adjustments to enhance it.

     

    That's why even after getting ZBrush, I continue to use Mudbox for any tattoos, etc that I need to paint onto a mesh. Just load it in and paint right over seams, etc and it's so easy to export it out as a .psd to add to whatever skin you want. I could never figure out how to do it in ZBrush without pulling my hair out in the process. 

    Post edited by MelissaGT on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,336

    in Zbrush I click one polygroup at a time holding ctl alt and hide the others then create texture from polypaint and export that

    its a right pain but at least with a geograft you only need do it twice as the G3 or 8 figure has a UDIM map

    you can go bonkers  doing it on things with lots of overlapping UV's I keep clicking the wrong bodyparts

  • SnowSultanSnowSultan Posts: 3,798

    Oh yeah, I love Substance Painter, it's amazing how you can improve or even create new textures in just a few minutes. We're supposed to be getting limited beta access to painting across surfaces soon, maybe for everyone in April (thought I heard that somewhere?). To be honest though, I'd rather it be able to export with all of the same materials (base color, roughness, normals, etc) of each surface assembled into one map each so we don't get 12 roughness maps when exporting a figure's textures. I do it with actions in Photoshop afterwards, but it sure would be a handy feature.

  • plasma_ringplasma_ring Posts: 1,027
    JOdel said:

    It really does sound like there is a potential niche market for budding texture artists to start doing texture add-ons for characters which are designed to include geografts. I mean, sure, they'd have to already have purchased the character before they start, but people have been selling texture add-ons for models ever since this hobby was available.

    And once people were aware of what the actual porcess entails, nobody who undertood the difficulties would expect them to necessarily be producing textures that worked with *all* potential human textures. But at least an alternate version might be welcome.

    Arki/Darwin's Mishap's merpeople make a good case in point. The tail is a geograft, and can be used with any figure of the correct gender and generation, but the textures, which do a splendid job of making the transition only come in two basic hues. There would probably be a copyright infraction if someone simply took the textures and recolored them and tried to sell it, but the texture layout is probably a usable resource which could be built from. And I suspect there are people who might like the idea of merfolk who have fishy skin all over, with no transition.  

    I think what it might take is for someone to start making a name for themself with such texture add-ons. Once the products are out there, it would be easier to see whether there actually is a market, or if we're just imagining one.

    I know that I'd probably buy a fishy-skinned merperson which used Arki's mertail. Can't really say whether anyone else would though.

    I've never been able to find a definite answer to this, but I'd be grateful for any PA insight: what's the polite, no-stepping-on-toes process for doing addons (textures, poses, morphs) for existing work? It seems like texture sets for clothing are commonly done by anyone and it's hard to imagine a lot of the texure creators at Rendo, etc. working in direct partnership with all the vendors they make products for, but creature textures are very rare and typically only made by the original figure creator. If I wanted to do something that required the original product to work, but radically changed the look of that product for people who wanted something different, would it be considered a nice boost to potential sales or kind of insulting to the original design vision?

  • Oso3DOso3D Posts: 15,090

    Well, at the very least you could ask the creator.

    You also have to be sure you aren't making modified textures of a PA's work. That is, if you take the PA's texture and add or modify parts of it, that's 'derivative work' and a no-no. It has to be entirely original.

    Personally, with the proviso that it has to be original work, I have no problem with people making texture addons for my creations.

     

  • FenixPhoenixFenixPhoenix Posts: 3,185
    JOdel said:

    It really does sound like there is a potential niche market for budding texture artists to start doing texture add-ons for characters which are designed to include geografts. I mean, sure, they'd have to already have purchased the character before they start, but people have been selling texture add-ons for models ever since this hobby was available.

    And once people were aware of what the actual porcess entails, nobody who undertood the difficulties would expect them to necessarily be producing textures that worked with *all* potential human textures. But at least an alternate version might be welcome.

    Arki/Darwin's Mishap's merpeople make a good case in point. The tail is a geograft, and can be used with any figure of the correct gender and generation, but the textures, which do a splendid job of making the transition only come in two basic hues. There would probably be a copyright infraction if someone simply took the textures and recolored them and tried to sell it, but the texture layout is probably a usable resource which could be built from. And I suspect there are people who might like the idea of merfolk who have fishy skin all over, with no transition.  

    I think what it might take is for someone to start making a name for themself with such texture add-ons. Once the products are out there, it would be easier to see whether there actually is a market, or if we're just imagining one.

    I know that I'd probably buy a fishy-skinned merperson which used Arki's mertail. Can't really say whether anyone else would though.

    I've never been able to find a definite answer to this, but I'd be grateful for any PA insight: what's the polite, no-stepping-on-toes process for doing addons (textures, poses, morphs) for existing work? It seems like texture sets for clothing are commonly done by anyone and it's hard to imagine a lot of the texure creators at Rendo, etc. working in direct partnership with all the vendors they make products for, but creature textures are very rare and typically only made by the original figure creator. If I wanted to do something that required the original product to work, but radically changed the look of that product for people who wanted something different, would it be considered a nice boost to potential sales or kind of insulting to the original design vision?

    I would imagine it's okay since it could potentially boost the sales of the required item. But perhaps contacting the PA to ask if that would be okay would be the polite way to go about it.

  • Oso3DOso3D Posts: 15,090

    Reasons why a PA might not feel comfortable with people doing texture addons:

    It might compete with things the PA is doing

    PA might feel the other person's work doesn't do them justice, or otherwise intrudes on the identity/integrity of the work

    If a PA makes something similar for their own work, it can open them up to accusations of 'stealing' ideas from people who did addons to their work (not super likely, but in another sphere this happened to Anne Mccaffrey and lead to her being very draconian about fan work)

     

  • plasma_ringplasma_ring Posts: 1,027

    Thanks! I figured asking would be a given, but I wasn't sure if it would be considered presumptuous for someone who didn't already know the PA and have a body of work. I think I'm better off leaving it to people with more experience. laugh

  • MadaMada Posts: 2,045

    Personally I'm not opposed to anyone making add ons for my stuff, I think its a great way to get experience and I enjoy seeing different interpretations on my ideas :) No need to ask me for permission.

  • As I'm partial to fauns/satyrs/minotaurs and the like, which don't usually need a geograft-seam at the waist, I've found the grayscale Bump or Specular maps can be denatured in IrfanView to a black-&-white mask for ILE overlays, but one also has to hope that the creature map is UV-compatible, or at least comparable, to the skin desired.

  • GordigGordig Posts: 10,633
    Gordig said:
    RawArt said:

    Just to be clear...you did not give any examples of geografts that extend beyond the graft line.

    It is impossible for a graft to do that.

    Whatever you showed was not in fact a geograft.

    Then...what were they? Are you just quibbling over terminology? Because arguing about what is or is not a geograft does not at all address the fact that the thing that you keep saying is impossible has been done multiple times by different creators. If it's impossible to do with geografts, it's clearly not impossible to do with other methods that have - at least as far as I can tell - the same end result.

    Probably a Geometry Shell wih a special set of UVS

    Thank you. Just so I'm clear, would that be used instead of a geograft, or in addition to one? My understanding was that any object that covered up part of a figure, like how a centaur body makes the figure's human legs disappear, was a geograft. Is that not correct?

  • Gordig said:
    Gordig said:
    RawArt said:

    Just to be clear...you did not give any examples of geografts that extend beyond the graft line.

    It is impossible for a graft to do that.

    Whatever you showed was not in fact a geograft.

    Then...what were they? Are you just quibbling over terminology? Because arguing about what is or is not a geograft does not at all address the fact that the thing that you keep saying is impossible has been done multiple times by different creators. If it's impossible to do with geografts, it's clearly not impossible to do with other methods that have - at least as far as I can tell - the same end result.

    Probably a Geometry Shell wih a special set of UVS

    Thank you. Just so I'm clear, would that be used instead of a geograft, or in addition to one? My understanding was that any object that covered up part of a figure, like how a centaur body makes the figure's human legs disappear, was a geograft. Is that not correct?

    The GeoGraft would dd the new parts, then a Geometry Shell wrapping around the whole assembly would handle blending the edge textures.

  • Gordig said:
    Gordig said:
    RawArt said:

    Just to be clear...you did not give any examples of geografts that extend beyond the graft line.

    It is impossible for a graft to do that.

    Whatever you showed was not in fact a geograft.

    Then...what were they? Are you just quibbling over terminology? Because arguing about what is or is not a geograft does not at all address the fact that the thing that you keep saying is impossible has been done multiple times by different creators. If it's impossible to do with geografts, it's clearly not impossible to do with other methods that have - at least as far as I can tell - the same end result.

    Probably a Geometry Shell wih a special set of UVS

    Thank you. Just so I'm clear, would that be used instead of a geograft, or in addition to one? My understanding was that any object that covered up part of a figure, like how a centaur body makes the figure's human legs disappear, was a geograft. Is that not correct?

    The GeoGraft would dd the new parts, then a Geometry Shell wrapping around the whole assembly would handle blending the edge textures.

    This is exactly the method used in the Genesis2 Creature Creator splices.

  • GordigGordig Posts: 10,633
    Gordig said:
    Gordig said:
    RawArt said:

    Just to be clear...you did not give any examples of geografts that extend beyond the graft line.

    It is impossible for a graft to do that.

    Whatever you showed was not in fact a geograft.

    Then...what were they? Are you just quibbling over terminology? Because arguing about what is or is not a geograft does not at all address the fact that the thing that you keep saying is impossible has been done multiple times by different creators. If it's impossible to do with geografts, it's clearly not impossible to do with other methods that have - at least as far as I can tell - the same end result.

    Probably a Geometry Shell wih a special set of UVS

    Thank you. Just so I'm clear, would that be used instead of a geograft, or in addition to one? My understanding was that any object that covered up part of a figure, like how a centaur body makes the figure's human legs disappear, was a geograft. Is that not correct?

    The GeoGraft would dd the new parts, then a Geometry Shell wrapping around the whole assembly would handle blending the edge textures.

    Interesting. I noticed that centaurs load as the centaur body and a separate geoshell, but the snake tails don’t appear to. Is there some way to accomplish the same effect as a geograft without the geograft itself? Or, from the opposite direction, is it possible to use a geoshell without creating a separate object in the scene view?

  • Gordig said:
    Gordig said:
    Gordig said:
    RawArt said:

    Just to be clear...you did not give any examples of geografts that extend beyond the graft line.

    It is impossible for a graft to do that.

    Whatever you showed was not in fact a geograft.

    Then...what were they? Are you just quibbling over terminology? Because arguing about what is or is not a geograft does not at all address the fact that the thing that you keep saying is impossible has been done multiple times by different creators. If it's impossible to do with geografts, it's clearly not impossible to do with other methods that have - at least as far as I can tell - the same end result.

    Probably a Geometry Shell wih a special set of UVS

    Thank you. Just so I'm clear, would that be used instead of a geograft, or in addition to one? My understanding was that any object that covered up part of a figure, like how a centaur body makes the figure's human legs disappear, was a geograft. Is that not correct?

    The GeoGraft would dd the new parts, then a Geometry Shell wrapping around the whole assembly would handle blending the edge textures.

    Interesting. I noticed that centaurs load as the centaur body and a separate geoshell, but the snake tails don’t appear to. Is there some way to accomplish the same effect as a geograft without the geograft itself? Or, from the opposite direction, is it possible to use a geoshell without creating a separate object in the scene view?

    Some items have additonal aeas that act like regular fitted garments, so the Geograft can hide bones and weld to the edges and then there can be overlapping mesh - but it's tricky to do that close to the skin (it tends to be done, when it is dne at all, for elements that can be further off the skin. I don't think it's possible to have an invisible GeoGraft

  • Well, one other way that might make some of these tail grafts or extra-limb grafts leave more option open might be if the original maker of that graft provided some sort of template that identifies what part of the doner body's texturemaps join up to the graft, so that you could then take that into Painstshop or GIMP or Paint.net (or any other image editting software that does layers) and adjust accordingly.  There is a scripted product on Renderotica that does that for male genitals, for figures that don't come with anatomical element mats.  It locates the torso textures of the character you have selected in scene, and spits out a template that copies out the part of the torso textures where they meet the male anatomical graft, having rejiggered/repositioned it to be where they should be in the genmat texture layout, but you still have to go into some image editting program to apply those over the top of your genmats of choice (say, the ones for Michael 8) and then adjust the color balance and whatnot on those to match the doner skin-patch.  It seems likely something similar could be done with, say, one of those animal-tail grafts.

  • WholfeWholfe Posts: 8
    edited January 2020

     

    RawArt said:

    WOULD it cost more, though? Let's go back to Octiana: you're not just buying the octopus tentacle geograft, but also a human torso/head morph with accompanying textures. Would it have been MORE work to create a set of octopus tentacles that could work with any character skin than it was to make Octiana the way she is? Or would it just be DIFFERENT work? Compare the above mermaid examples with the G8 Aguja/Alascanus mermaid sets. The G8 mermaids are full characters, with separate human and "mermaid" skin textures, not just for the human part, but for the mertail itself and several of the other geografts. That's a lot of extra texturing work that wouldn't have to happen if the geografts had transparency around them rather than skin texture. 

     

    A geograft CANNOT have a transparent edge. The edge of a geograft is always a hard line that has to line up with the mesh that it is attacehd to.

    As such it cannot blend from base figure to graft smoothly unless textures are made specifically for it.

    There is no decent character maker that would accept a hard line edge as a natural organic look.

    If you wanted to pop a different skin on the human part of my Octiana, you would get that same ugly cut like you have on the snake you have shown. So if that is the look you like, then go for it. But for a natural blending. That cannot be done with geografts.

    One could argue that the use of geoshells atop a grafted area can maybe work out some limited blending, but that would be a significant amount of extra work and would really limit the design possibilities for the character if it had to rely on that.

    Looking at the new adult geografts on Renderotica, they use a script to convert the skins to their grafts.  They're completely seamless and except for a very few exceptions, you cannot tell the difference.  So, for your tentacles for example, why couldn't you get a script that would match the head to your tentacle head, copy the skin onto the geograft say from the arm or leg texture and then utilize a LIE for the patterns?  I would think using the non-elbow/knee portion of the appendage would be the best for copying onto the tentacles.

     

    For other body parts, like the medusa/mermaid tail, having the script copy the torso and then layering it with the scales would eliminate the need for the hard line transition.

    Post edited by Wholfe on
  • The Blurst of TimesThe Blurst of Times Posts: 2,410
    edited January 2020

    Depending on the base human skin, you can kind of kludge the Head tails on the Lekkulians.

    Artists who have fewer surface details (i.e. you want someone who starts with a photo base, but then does an artistic interpretation on top... Jessaii comes to mind), you can do enough to get the Head tail seam looking close enough to where heal brush or smudging is minimal in post-render work.

    PLUS, Twi'leks use a lot of Head gear. Drop a headband or some kind of object over the seam, and you're good to go. It's authentic to the Twi'lek, and it hides the seam very easily. For instance, Sammi hair works pretty well for that (Turn Hair opacity to 0%, only use the cloth band)...
    https://www.daz3d.com/sammi-hair

    If you're taking a base skin that has a LOT of surface details and uneven skin tones, then that edge interface becomes much harder to deal with.

    Another trick/idea is to use RawArt's skins as a base, and then layer other skins on top (especially those skins as described above), using GIMP to reduce opacity over top of the base Lekkulian skin.

    In any case, there are ways around the skins of a product even if you don't have tools other than free stuff. Is it ever going to be perfect? Of course not, but everyone needs to have some GIMP/PS skill, IMO, to make this hobby work well.

    ...

    Yeah, a script to execute a perfect seam would be fine, but you can Mark-1 eyeball it pretty well when you look at how the geograft sits on the head. Just copy that region onto the Diffuse texture of the head tails, smoothing as you go. With the right kind of skins, it shouldn't be horrible.

    Anyway,  a clever Daz artist could create headgear that fits the Star Wars universe and hides the seam for us. As it is, I just go with headbands... look for hair with headscarfs or such, and then just drop the scarfs over top.

    Post edited by The Blurst of Times on
  • Example...

    1. Loaded Jessaii's Isabelle for Gabriela 8 as the starting point.
    2. Added Lekku head tails.
    3. Applied Lekkulian textures.
    4. GIMP stuff, blended Lekkulian with Isabelle skins in GIMP (NOT for distribution and all that. None of this is Merchant Resource, so I can't hand out any of it. It's all custom junk.) This includes creation of head tail textures using Head textures blended with Lekkulian textures via layering.

    It's not complex work. You just have to have the rudimentary skill level in GIMP plus the kind of skins to make it work. Like I said, Jessaii is one artist who has the skins that work because her artistic vision of the skins fits well. Other artists, who work from a more hyper-realistic point of view, are much more problematic. Familiarity with the artists and their work is helpful in this regard.

    Whatever I'm given, I work with.

    (Post work... ran denoiser, added background in GIMP. Changed the Brightness/Contrast, added Soft Focus effect. Didn't use a heal brush or smoothing on any seams.)

    denoised_isabelle lekku.jpg
    742 x 961 - 127K
  • Silas3DSilas3D Posts: 755

    Here's Octiana being used with custom maps and a geoshell, on my deviantart (deviantart.com/tigerste)

  • SevrinSevrin Posts: 6,313
    Silas3D said:

    Here's Octiana being used with custom maps and a geoshell, on my deviantart (deviantart.com/tigerste)

    With all due respect, since you don't see the transition, and the tentacles originate under water, this image could have been created with tentacle props unconnected to the body.

  • Silas3DSilas3D Posts: 755
    Sevrin said:

    With all due respect, since you don't see the transition, and the tentacles originate under water, this image could have been created with tentacle props unconnected to the body.

    Yes, but the point is it wasn't, because it uses Octiana. Just showing an example of what can be done, irrespective of whether certain parts are being covered.

Sign In or Register to comment.