Wet, Sweat & Rain [Commercial]

FlipmodeFlipmode Posts: 938
edited March 2014 in The Commons

Hi guys!

Quick preview for my next release "Wet, Sweat & Rain for Genesis 2 Female(s)".
It`s a set of specular wetmaps which work with the Base Female or Victoria 6 UV-Sets.
The rain prop used on the previews is also included, with directional morphs, splashes and puddles.

If you want more info (incl. compatibility) or check out all the base presets (bottom of the page) take a look here:
Link: Wet, Sweat & Rain Infopage
Sidenote ... If you happen to know which UVs are used by skins I have not listed on that page I`d be very happy to hear it so I can add them.

Edit:
Released!

Link: Wet, Sweat & Rain March Madness

Post edited by Flipmode on
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Comments

  • vwranglervwrangler Posts: 4,989
    edited December 1969

    It looks very nice.

    Do you plan to expand it to cover the other G2F UVs, or for G2M, eventually?

  • MusclemanMuscleman Posts: 3,100
    edited December 1969

    that work with all Gn2Female shapes or only with V6 and G2Female Base?

  • FlipmodeFlipmode Posts: 938
    edited December 1969

    @ vwrangler
    Thanks! Right now I have no plans to expand it, the Base Female / Victoria 6 UVs seem to be the most used female UVs by far at this time. Someone might jump in and do it though, especially for G2M.

    @Muscleman
    The shape doesn`t matter at all, you can use any shape you like. What matters is the UV-set the skin uses.
    E.g. a skin using Olympia UVs won`t work properly, but you can have the Olympia shape "wearing" any other skin, let`s say Bree or Norma.
    There`s more on that on the page linked on my OP.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited December 1969

    Just posting to add that all of Artemis3D's G2F products are on the base female UV, so they should be compatible.
    http://www.daz3d.com/forums/discussion/38126/#560219

    A good portion of Silver's G2F girls have in their description that they're on the base uv.

    OutOfTouch's Fiends Forever girls are on the base uv.

    And for a bit of craziness, AntFarm's DeathcapHD is on the base uv.

  • FlipmodeFlipmode Posts: 938
    edited December 1969

    Thanks Vaskania! Added them to the info page.

  • SimonJMSimonJM Posts: 6,082
    edited December 1969

    vwrangler said:
    It looks very nice.

    Do you plan to expand it to cover the other G2F UVs, or for G2M, eventually?


    +1 for a G2M version
  • 3dTox3dTox Posts: 82
    edited December 1969

    I've been wondering if something like this could be done for a geometry shell set very close to the skin. Then it wouldn't matter what skin was used on the mesh. Since g2f and g2m can use the same textures it could then be used on both. Is that possible or just wishful thinking?

  • scorpioscorpio Posts: 8,533
    edited December 1969

    SimonJM said:
    vwrangler said:
    It looks very nice.

    Do you plan to expand it to cover the other G2F UVs, or for G2M, eventually?


    +1 for a G2M version

    I too would like a G2M version please.

  • JaderailJaderail Posts: 0
    edited December 1969

    This looks very good. It is a item I could use in my future projects. And I echo the G2M thing.

  • Silas3DSilas3D Posts: 793
    edited December 1969

    In all fairness, providing you've got all the relevant UV's for the character you want to use, and you use a skin texture based on that UV too, you should be able to use any of the G2 compatible UV's in DS, and the amazing Slosh has made it even easier for us with a fantastic UV setter freebie: http://www.daz3d.com/forums/discussion/33957/

  • JaderailJaderail Posts: 0
    edited December 1969

    tigerste said:
    In all fairness, providing you've got all the relevant UV's for the character you want to use, and you use a skin texture based on that UV too, you should be able to use any of the G2 compatible UV's in DS, and the amazing Slosh has made it even easier for us with a fantastic UV setter freebie: http://www.daz3d.com/forums/discussion/33957/
    You fail to see it from my view. I'm lazy and do not wish to do anything except click and load.. :-P
  • Silas3DSilas3D Posts: 793
    edited December 1969

    Jaderail said:
    You fail to see it from my view. I'm lazy and do not wish to do anything except click and load.. :-P

    Hehe, well there's only so far one can go without having to help oneself ;)
  • RenpatsuRenpatsu Posts: 828
    edited March 2014

    3dTox said:
    I've been wondering if something like this could be done for a geometry shell set very close to the skin. Then it wouldn't matter what skin was used on the mesh. Since g2f and g2m can use the same textures it could then be used on both. Is that possible or just wishful thinking?

    Should be possible to use a geoshell. If I recall correctly some product for V4 originally required a second, scaled V4 to construct an overlay. Not sure if it looks better or worse by doing that. Edit to add: But this might also require a different kind of map set-up with e.g. specific trans maps according to the drops.

    In any case, looking forward to this product and would appreciate some close-up renders (of the face or similar) to see the actual drop flow (non-flow) a bit closer. Thank you for making this product :)

    Post edited by Renpatsu on
  • 3dTox3dTox Posts: 82
    edited December 1969

    Since it's been released I've had a chance to play around with it for a few minutes and can confirm that it will work with the geoshell method, provided you use a few tweaks. This method works with non supported textures like Stephanie 6 and even with G2M. Here's how I did it.
    First load the g2f or g2m (I used the base first to set the shell uv to base). Then create a geometry shell, set it really close to the skin. .001 seems to work. Then with the geometry shell selected turn off unnecessary items like the eyes and inner mouth. Then set the desired level of wetness on the shell. You then set the opacity levels to 100% and change the opacity texture to the darker of the chosen specularity maps. This has to be done manually on all the surfaces. Someone might be able to write a script to do it in 1 click, but I'm not sure how to do it myself. Then chose the figure, not the shell, and apply the desired morph and texture. This doesn't seem to change the uv of the shell so any texture should work. the shell should follow morphs quite well.

  • BeeMKayBeeMKay Posts: 7,019
    edited March 2014

    I have another question. In Promo image 4 in this thread, the figure is laying down. The rain is pouring down on her. According to the laws of gravitation, the drops should run down sideways, not as if she was standing.
    Is there an option in the set to achieve this look with the set?

    Post edited by BeeMKay on
  • Subtropic PixelSubtropic Pixel Posts: 2,389
    edited December 1969

    FM, you do such a good job with your products and ad pics. I just wanted to say that.

    Oh yes, and hopefully by the time I'm ready to buy this, you'll have the "Slippery When Wet Bundle" available. For all Gen4, Genesis, and Genesis 2 meshes and UVs.

    See what I did there? LOL! :coolsmile:

  • FlipmodeFlipmode Posts: 938
    edited December 1969

    @ 3dTox
    Thanks for providing the info!

    @ lee_lhs
    Sorry, no. It`s basicly full body textures, so they are what they are.
    However, there are plenty of presets without rivlets included, just drops with no direction. You can check out the Infopage to see if any of the presets would work for you.

    @ Subtropic Pixel
    lol, good try. ;)

  • ZenrelZenrel Posts: 245
    edited December 1969

    I tried using it on Domina, using Base Female UV, from Shifting Images and it produces some weird dark skin texture.

  • FlipmodeFlipmode Posts: 938
    edited December 1969

    I don`t have that skin, but it sounds like it`s not using the UberSurface shader (you can check which shader is used on top of the surface tab, before applying the wetmaps).
    If that`s the case there`s a good chance to fix it by turning on/up Ambience. Hope it works.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Hi! I'm a big fan of your work. Are these set up using LIE or some other method? I'm trying to figure out if I can put them on a geoshell and then use them with any UV that way.

  • FlipmodeFlipmode Posts: 938
    edited December 1969

    Thanks SickleYield =)

    No, no LIE used, it`s pure specular map presets using the two spec channels from UberSurface shader.

    Frankly I have no clue about that whole geoshell thing, best check 3dTox`s post towards the end of page one. It seemed to work for him with some tweaking.

  • SickleYieldSickleYield Posts: 7,649
    edited December 1969

    Flipmode said:
    Thanks SickleYield =)

    No, no LIE used, it`s pure specular map presets using the two spec channels from UberSurface shader.

    Frankly I have no clue about that whole geoshell thing, best check 3dTox`s post towards the end of page one. It seemed to work for him with some tweaking.

    Okay, thank you very much!

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    loaded a fresh GF2 with basic female and looking at the surface section I cant find any shaders beside SSS

  • BeeMKayBeeMKay Posts: 7,019
    edited December 1969

    Flipmode said:

    @ lee_lhs
    Sorry, no. It`s basicly full body textures, so they are what they are.
    However, there are plenty of presets without rivlets included, just drops with no direction. You can check out the Infopage to see if any of the presets would work for you.

    Thanks. :)
    I will look into it. It's a great article.

  • ZenrelZenrel Posts: 245
    edited March 2014

    Flipmode said:
    I don`t have that skin, but it sounds like it`s not using the UberSurface shader (you can check which shader is used on top of the surface tab, before applying the wetmaps).
    If that`s the case there`s a good chance to fix it by turning on/up Ambience. Hope it works.

    It uses AoA subsurface. Turning on/up ambient get rid of the dark texture, but it loses the original look.

    I posted pictures of what they look like. A is the original texture, b is when I added the wet texture with ambient on and adjusted.

    b.jpg
    1920 x 1080 - 176K
    a.jpg
    1920 x 1080 - 162K
    Post edited by Zenrel on
  • BarubaryBarubary Posts: 1,232
    edited December 1969

    To use these on AoA SSS Shader surfaces, wouldn't it be the easiest way, to just put the new maps in the specular channel then just crank up the specularity a bit?

    Thing is, many of the characters that use that shader heavily rely on it's SSS capabilities to give them their particular look (the diffuse maps tend to be way paler than the post-sss-skin). I would try exchanging the spec maps and go from there adjusting specularity strength / glossiness.

    I'm wondering if DS's map transfer tool could be used to ready those maps for other UV-maps. It worked OK enough for the V4 Orcamaid spec maps but did require quite a bit of postwork. But maybe here the differences between the UV-layout aren't as big.

  • 3dTox3dTox Posts: 82
    edited December 1969

    Barubary said:
    To use these on AoA SSS Shader surfaces, wouldn't it be the easiest way, to just put the new maps in the specular channel then just crank up the specularity a bit?

    Thing is, many of the characters that use that shader heavily rely on it's SSS capabilities to give them their particular look (the diffuse maps tend to be way paler than the post-sss-skin). I would try exchanging the spec maps and go from there adjusting specularity strength / glossiness.

    I'm wondering if DS's map transfer tool could be used to ready those maps for other UV-maps. It worked OK enough for the V4 Orcamaid spec maps but did require quite a bit of postwork. But maybe here the differences between the UV-layout aren't as big.

    Using the geometry shell method doesn't affect SSS.

  • RuphussRuphuss Posts: 2,631
    edited December 1969

    Flipmode said:
    Thanks SickleYield =)

    No, no LIE used, it`s pure specular map presets using the two spec channels from UberSurface shader.

    Frankly I have no clue about that whole geoshell thing, best check 3dTox`s post towards the end of page one. It seemed to work for him with some tweaking.

    cant find the Ubersurfaceshader on surface tab

  • FlipmodeFlipmode Posts: 938
    edited December 1969

    Barubary said:
    To use these on AoA SSS Shader surfaces, wouldn't it be the easiest way, to just put the new maps in the specular channel then just crank up the specularity a bit? ...

    Sounds good to me, at least for those who know a bit about how to handle the surface tab.
    If you want to do it that way keep in mind there are usually two spec maps involved, the naming ends with S1 and S2 for the respective channels.
    The geometry shell method sounds good too, I just don`t know anything about it.

    @ ruphuss
    Once you load a skin the used shader is shown on top of the tab, see attached image.

    @ Zenrel
    Yes, it`s easy with some AoA shader skins, not so easy with others, sorry.
    E.g. Teen Josie didn`t require any tweaking but said ambience adjustment.
    I know sometimes you want to use a particular skin, but the quickest solution would be to go for an UberSurface skin.

    surftab.jpg
    478 x 330 - 70K
  • HeraHera Posts: 1,962
    edited December 1969

    I like it, but why is it not working with the boys as well?

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