Wildenlander HD question

1gecko1gecko Posts: 309

Anyone know how well (or not) Wildenlander HD for Gen 2 Males converts/autofits over to Gen 8?  Or is there an update *to* Gen 3/8?  I always liked the appearance but forget about it when I have some funds - but now it is on sale so... ;) 

https://www.daz3d.com/wildenlander-hd

(and by 'converts'; I have the RSSY Male Gen 2 to Gen 8 clothing converter)

Comments

  • MelissaGTMelissaGT Posts: 2,611
    edited May 2020

    I have it, but I haven't done a whole heap with it...I'll try to get in and play with the same converter and get back to you. Oddly enough, for G2 to G8, I've noticed that sometimes auto-fit does a better job than the actual scripted converter. I usually end up doing both and comparing. 

    Post edited by MelissaGT on
  • 1gecko1gecko Posts: 309

    thanks! I appreciate it

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,336
    edited May 2020

    you will need to select with the geometry editor and fill the swords and sheaths with the hip weightpaint

    I fit it to G8M and loaded it into Unreal Engine the other week and added cloth Physix to it

    not sharing my awful video though

    Post edited by WendyLuvsCatz on
  • MelissaGTMelissaGT Posts: 2,611
    edited May 2020

    Here is a quick render I put together...no post or anything -

    After converting with the RSSY converter, there is some distortion with extreme bending...the elbow is the prime suspect here. I was able to hide it with the camera angle. The skirt and the undershirt were converted to dForce. After all was said and done with posing, there was some pokethrough from the boots high in the leg as well as on the bracers that were very easily fixed with Mesh Grabber. The sword belt is better just added to the scene without fitting, and then manually moving it where needed. My only problem is that I could not get the textures to convert over well to Iray. I fiddled with the shaders for about an hour and that's the best I could get them to look. The biggest piece missing is a metalicity map. There is a gloss map and a specular map, but neither seem to do the job of getting those rivets and buckles to really act like metal. I did not use any third-party shaders as I wanted you to get an idea of what you'd be looking at with just the base product. (BTW, this is also the base G8M body with Elios 8's head. Once you move away from the base body, things start to get wonky...the further you go, the wonkier the fitment will get.)

    Post edited by Chohole on
  • 1gecko1gecko Posts: 309

    Ahh... ty :)  Hmm... might not bite on that then - pity.

    it is such a beautiful set and I was working on something it would be perfect for... but not sure *I* would be up to the task! LOL!

  • MelissaGTMelissaGT Posts: 2,611
    edited May 2020
    1gecko said:

    Ahh... ty :)  Hmm... might not bite on that then - pity.

    it is such a beautiful set and I was working on something it would be perfect for... but not sure *I* would be up to the task! LOL!

    Personally, I'd recommend sticking with G3 or G8...G2 just doesn't seem to convert well enough for my standards when it comes to more rigid armor (dresses easily dForced are a different matter). And of course it's always a crapshoot on if the 3DL textures will convert nicely. Then again, if the textures don't matter to you, and your scene involves a fully armored character where you can't really see the face, you might consider just sticking with a G2M.
    Post edited by MelissaGT on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,336
    edited May 2020

    I personally don't understand the need for every fully clothed gloved character to be a superior resource hogging genesis 3 or 8

    superior bends  are only needed if you actually see them unclothed 

    you can fit more of the previous generations in a scene for the same RAM

    and heads can be frankensteined, I even manage to do that with animations

    Post edited by WendyLuvsCatz on
  • 1gecko1gecko Posts: 309

    I guess the thing / problem is with sequentual storytelling (i.e.: graphic novel) - while I do little of this, I DO attempt it occasionally (in fact the image with the character I was going to use Wildenlander for is one I intend to do several of).  But then, you do run into the problem of seeing them 'without the helmet' or wounded - and since I really have only invested in some of the later geoshell wound / dirt / etc. stuff (and my photoshop skills have waned to the point of being only the most basic) I am kinda stuck using those bases I have the requesite resources for.

    For minor characters (or short lived opponents!) I *do* use prior generations (heck - still use a lot of M3 / M4 and just update the shaders).

    then, of course, there is the issue of budget - right now it is tight and I can't really justify spending even 8$ on something I would get so limited use of unless it was crucial to my scene.

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