Tutorials ... Tutorials ... * New * Texturing Aids for Making HD Textures

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  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 6

    Decided it was time to make the 6 legged horse look better. This is a quick/draft render. While it is possible to make a geografted 6 legged horse, apparently we haven't been seeing too many as, wild guess here, few if any know how to rig it! So there's another item for the to do list ;-)

    By the by, some were concerned about resaving geografts. So I was trying out those procedures and nothing broke ;-) To note though, one has to return to the pointer tool [i.e. not have the geometry editor tool selected]. This is normal.

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  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 7

    Finishing off the skin tutorial back a few posts ;-)

    Using FaceGen once again, but this time with the "merchant resource" selected for the skin textures. IMHO it makes a decent skin starter set. One can then add to it elements from proper photographic skin resources that are sold in a few places using their image editor that works with layers.

    Remember to "play safe" with anybody's face images. Even on merchant resources, one is normally expected to alter the images somewhat. And truthfully, who would want "550" models all looking exactly the same anyways. Merchant resources explicitely say that they are, be they free or not. Do not make assumptions. People are welcome to make use of the 'RST' images I have posted around here someplace or to make their own. It's easy. Find photographs of people with NO makeup on and use the color picker to select a colour from the skin, fill a square .png file. IF you use photographs of people wearing makeup, you will find your palette looking like one better suited for makeup.

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  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 9

    Not the best tutorial I've ever put together, couple of grammatical errors however under all the circumstances 'round here, this is it.

    Making New UVsets using Daz Studio and Hexagon

    n.b. Of course one can use other modelers, I have Hexagon ;-)

    Covers the creating of the Contact Lens for Genesis, Making a new UV set for them and a morph. AND then how to delete from one's computer unwanted UVsets and/or morphs [that one makes oneself]. The Contact Lens were released as a freebie and are in their own thread.

    Happened across an excellent video for rigging high heeled shoes in Daz Studio. There is always something more to learn as this program does so much!!!

     

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  • TorquinoxTorquinox Posts: 556

    Excellent tutorial! Very complete, will have to give it a try! :)

  • mindsongmindsong Posts: 1,420
    edited June 10

    Not the best tutorial I've ever put together, couple of grammatical errors however under all the circumstances 'round here, this is it.

    Making New UVsets using Daz Studio and Hexagon

     

    ...

    Yay! Thanks! - downloaded and under review!

    You rock!

    --ms

    Post edited by mindsong on
  • CriosCrios Posts: 1,734

    I must try, UV set are ever a pain in the a... for me.

  • Catherine3678abCatherine3678ab Posts: 2,601
    Crios said:

    I must try, UV set are ever a pain in the a... for me.

    The basic UV set for the contact lens is as simple as it gets. Apply, Unfold, done. Then one can move it around, resize it and export out the new .obj file.

    For more complicated items such as multi-shaped, misshapened items might be - wherein one truly wants to use another program or utility to make the UV set, that is okay too. Like with making morphs, no changes can be made to the actual mesh - just remake the UV set and export out a suitable .obj file. I like to use 3D Coat esp. for times when one wants to only change part of the UV set. To do that, one needs to have at least that section applied to its own surface material.

  • Catherine3678abCatherine3678ab Posts: 2,601
    Torquinox said:

    Excellent tutorial! Very complete, will have to give it a try! :)

    Thank you :-)

  • Catherine3678abCatherine3678ab Posts: 2,601
    mindsong said:

    Not the best tutorial I've ever put together, couple of grammatical errors however under all the circumstances 'round here, this is it.

    Making New UVsets using Daz Studio and Hexagon

     

    ...

    Yay! Thanks! - downloaded and under review!

    You rock!

    --ms

    You're welcome :-) And thanks.

    Hope it answers any remaining questions. However as with many things in life, one question answered tends to pop up 2 more questions lol ... all is good.

  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 10

    Wowser! Check out the PC 1.99 sales today. Generation 5 UVs sets, generation 4/5 legacy shape sets, for G2F/M are in the basket :-) As well as a nice looking pair of "strap mules" for G8F ... can never have too many shoes lol :-)

     

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 2,601

    With so many UV sets and morphs on sale recently, decided to try out the concept of matching things between G2F and G2M.

    n.b. Do NOT just wildly copy over files from one to the other, nope. One can selectively copy to each of the morphs and UV sets. Leave "DAZ 3D" morphs for their bases be 'cause each have their own for a reason ;-)

    I thought this might of interest to those who for some reason like to use one gender to look like the other gender. Well one can get of the characters that are on sale today to work with the opposite gender BUT they won't look very good unless one also dials in the other figure's shape. We have their opposite shapes in the hidden clone area on the Parameter Tab. One can put the figure to base resolution, dial in that clone morph, shoot it over the bridge to Hexagon - dial OUT the morph in the figure, send the morphed figure back over the bridge to D/S and save it as a morph. Start with the Morph Loader's usual place, then move it to where you want it parked. I would suggest giving the morph a very unique name, not likely to be overwritten or cause conflict with any present or future morph purchases. When done, dial in the morph full, go to the Joint Editor tool, right-click on any bone and select to Edit > Adjust rigging to shape. Then on the Parameters Tab, enter Edit mode, {morph is still dialed in 100%}, select ERC Freeze, Accept. Then dial out the morph and Save is as a Morph Asset to one of your folders. I suggest a folder name with something like Private on it so one remembers even 5 years from now, not to share this work ;-)

    End result for example, one could load G2M, dial in G2F, then dial in one of the other morphs intended for G2F from G2M's board. Why would people do this? I do not know. But it is possible. Having said that, there is ONE person many of us saw years ago and I kid you not, nobody could tell just by looking at them whether they were a male or a female. Looked to be about 50/50 which is incredible. This is a large city and we have all kinds of folk here. So for any character developments one might wish to work on for themselves, making a 50/50 type figure, that is one reason I can think of for to do all this work.

    Cheers!

     

  • mindsongmindsong Posts: 1,420

    With so many UV sets and morphs on sale recently, decided to try out the concept of matching things between G2F and G2M.

    n.b. Do NOT just wildly copy over files from one to the other, nope. One can selectively copy to each of the morphs and UV sets. Leave "DAZ 3D" morphs for their bases be 'cause each have their own for a reason ;-)

    I thought this might of interest to those who for some reason like to use one gender to look like the other gender. Well one can get of the characters that are on sale today to work with the opposite gender BUT they won't look very good unless one also dials in the other figure's shape. We have their opposite shapes in the hidden clone area on the Parameter Tab. One can put the figure to base resolution, dial in that clone morph, shoot it over the bridge to Hexagon - dial OUT the morph in the figure, send the morphed figure back over the bridge to D/S and save it as a morph. Start with the Morph Loader's usual place, then move it to where you want it parked. I would suggest giving the morph a very unique name, not likely to be overwritten or cause conflict with any present or future morph purchases. When done, dial in the morph full, go to the Joint Editor tool, right-click on any bone and select to Edit > Adjust rigging to shape. Then on the Parameters Tab, enter Edit mode, {morph is still dialed in 100%}, select ERC Freeze, Accept. Then dial out the morph and Save is as a Morph Asset to one of your folders. I suggest a folder name with something like Private on it so one remembers even 5 years from now, not to share this work ;-)

    End result for example, one could load G2M, dial in G2F, then dial in one of the other morphs intended for G2F from G2M's board. Why would people do this? I do not know. But it is possible. Having said that, there is ONE person many of us saw years ago and I kid you not, nobody could tell just by looking at them whether they were a male or a female. Looked to be about 50/50 which is incredible. This is a large city and we have all kinds of folk here. So for any character developments one might wish to work on for themselves, making a 50/50 type figure, that is one reason I can think of for to do all this work.

    Cheers!

    It's fun to watch you think in ASCII. :)

    It just opens the brain when things like this that may never have occurred to me are not only speculated, but run through the mill with options, permutations, and results.

    the path less travelled...

    cheers,

    --ms

  • mindsongmindsong Posts: 1,420
    edited June 11

    Ok - I had a minute to really dig into this new UV tutorial - this is a crazy-useful and detailed tutorial  - there is so much info about the overall modeling and mapping process in here! Nice presentation too :)

    Interesting, your Hitomi explorations. I think you did that for me, thanks!

    FWIW, I was able to get a certain amount of additional success by playing (I was curious too) with the 'fit-to'/parent-to genesis function:

     - load contacts onto genesis
     - fit-to/parent to genesis
     - reshape genesis to hitomi (or other extreme shape) - contacts do *mostly* the right thing

    Possible fixes for non-extreme eyeball rotations:

     - opt: convert contacts to subd (select contacts, in scn tab, edit-geo-cnvt-...)
       = set base/hd/subdivs etc. in params
     - add smoothing modifier (select contacts, in scn tab, edit-geo-add_smoothing_mod ...)
     - play with collision and smoothing iterations until works to taste

    Note that the contacts seem to really warp if the eyeballs look in any direction more than a little. I think they are 'fitting to' the general mesh, rather than the eyeballs alone, so the distortion is amplified when the eyes really rotate. This may still be mostly OK if the contacts are clear, but some odd reflections may still occur this way.

    I mention this as another way to skin the proverbial cat, if folks get into a situation with extreme UV/mesh/fit-to situations.

    Thanks again for this - the wealth of information regarding both the approach and the hexagon specifics is priceless! I am humbled.

    cheers,

    --ms

     

    Post edited by mindsong on
  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 12

    You're welcome and yes I was working on the Hitomi morph for an example for your request with regard to making new uvsets.

    I think the situation with anything fitting the eyes, is the feature is intended for 'clothing' or 'hair' on a figure, not their eyeballs. More mesh or even less mesh may provide different options too.

    Did find a nice video explaining about partial joint control morphs and how to deal with them. But again, the concept is for dealing with the various joints and the figure's morphing, not their eyeballs. Haven't tried it {because it sounds gross} but maybe, if the lens are not involved in any major morphed characters, using them as props, loaded individually, and then like that eyebrow ring in a video tutorial, they were 'attached' to the eyeball, maybe there's a possibility too.

    Main project atm is working on a new skin to go with a new morph. My first ever attempt at gens absolutely nobody commented on, a few downloaded, so figured they must have been pretty bad, so not planning for gens this time. I wonder sometimes if those downloading have any idea how difficult it is to get photo resources for freebies. I remember way back when realizing it would be a chore as a freebie released by a woman, golly, she took pictures of herself, I could NOT believe that! Like, okay ... for those starting out ... DO NOT DO THAT. Nobody is that desperate for gens, really. Then there was a skin set I made for a fanart alien for whom the creators had not thought to explain let alone show how it could be or what they would look like, they being on his kneecaps. Yeah, gotta love scifi sometimes. So I made funky textures for that, and again, nobody commented, and they did not appear to be too popular so that set was pulled too. Interesting thing I learned later on, was that there is indeed a funky type of entity which does use its "knees" but not for mating, but for merging.

    Back to the copying of the uvsets between G2F and G2M ... now G2M can also wear Parris' MacroSkin :-) I put a beard on him :-)

    3Delight render ... and a note to those concerned about long render times, for 3Delight one can select the hair and/or beard, go to the Parameters Tab and turn off cast shadows. MUCH faster render. And for the customers, post work is quite acceptable. We like to get the program "to do it all" but it is not a matter of life and death if one washes it through another program.

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  • Catherine3678abCatherine3678ab Posts: 2,601

    Starting skin sets using morphing programs such as HeadShop and FaceGen, any interest?

     

  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 18

    Okay now that the confusion over what we may or not do with Face Transfer Unlimited has been laid to rest, I have reuploaded my tutorial.

    Using the Face Transfer Unlimited Plugin

    No changes were made.

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  • mindsongmindsong Posts: 1,420

    Thanks for this. I have the plugin but have not explored it. Now I am properly armed for that adventure!

    cheers,

    --ms

  • Catherine3678abCatherine3678ab Posts: 2,601
    edited June 23

    Next tutorial is sitting in the proof reading basket. It is an introductory look at using FaceGen and HeadShop 13 with regards to setting up MR textures to make skin starter sets. I tend to prefer just saying how to do what to do - however as I was learning too and some want options and to do things another way, well the other ways don't work but I did include them so you can see that too.

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  • Super and Much Needed! Thanks Catherine!

    Laslo

  • Catherine3678abCatherine3678ab Posts: 2,601

    Super and Much Needed! Thanks Catherine!

    Laslo

    I plan to release it tomorrow. Hard to proof read one's own work lol ...

  • Catherine3678abCatherine3678ab Posts: 2,601

    Ready or not here it is :-)

    Using FaceGen and HeadShop 13 to Start Characters in Daz Studio

    Making skin sets is a lot of work so I hope that customers just wanting some new skins for their characters took/take advantage of the lovely $1.99 sales!!! Save where skins were made for different UVsets, one can put skins from one character to the morphs of a second character. And then there too there were a number of UV sets in the sale baskets enabling even more cross character sharing possibilities.

    Photo reference/resource materials can be purchased at a few non-porno sites such as 3d.sk and ArtStation.com {no subscription required}.

    And for those into making fanart morphs, NO one cannot use the real photos of the actors on redistributed and/or published images all over the place. That's a good way to get into big trouble. I am not a lawyer, I read a lot of posts.

    Have fun and stay safe :-)

     

  • Catherine3678abCatherine3678ab Posts: 2,601

    A tip or two.

    For those experiencing "black" visuals in the viewport ... it can be if the camera's headlight is turned off on the Parameters Tab, even though it may be turned off in the Render Settings Tab. Unless you want it, remember to turn both off before rendering.

    Also for those wanting to make backgrounds Bryce 7 Pro is currently on sale [at least for members]. Bryce also has some $ content for it for HDRs. Whether or not the bridge works I worry not. One can export from D/S items as .obj files and import those into Bryce.

     

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  • Catherine3678abCatherine3678ab Posts: 2,601

    Preliminary testing indicates that one can get the geograft together with the figure so texture painting over seams should be a lot easier!

    "Buy" those free bridges, i.e. the one for D/S to Blender. Blender is free.

    It does take some more work to get the entire model cleaned up ready for texturing but looks promising.

    n.b. To save the UV texturing pose with the figure, make a morph of it. Do a pose for the geograft and morph that as well with the same name. Then dialing in the figure's pose will dial the morph into both figures. Use a collapsed uv set. Run the D/S to Blender. From Blender, export out the .obj file.

     

  • Catherine3678abCatherine3678ab Posts: 2,601
    edited July 26

    Tutorial images are in the editing basket :-)

    While waiting ... if your 3D paint program does not read uncollapsed UVsets, then yes, for each UVset one wants to paint textures on - a collapsed uvset is required. Tutorial will cover how to make one {it's easy}. To paint those difficult to reach places, one requires morphs of the usual poses employed [i.e. the pose in the development kit] - how to make morphs is not being covered in this tutorial. One does not need to make collapsed UVsets for the genitalia as it is already on the one page. Whether it is consistently this way or only happened the first time I tested the matter, when preparing "just" the figure for Blender, the uvset was automatically collapsed. However, when repeating all the same steps but with a geograft attached, then the uvset was not collapsed. The tutorial covers preparing a G8M with Genitalia .obj file for painting. Any pose desired for the Genitalia to make it easier to paint textures on, also needs to be made into a morph. If you name the morph same as the morph for G8M, when you dial it into G8M it will also dial in the suitable morph on the Genitalia. Once the .obj files are made, there is some clean up work required. While it could be done in D/S, in the tutorial we will of course be using Hexagon :-)

    Update: Tutorial now in the proof-reading basket.

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 2,601
    edited July 27

    "As is" here it is!  Deviantart location because they have a filter for Mature Content. Click Here.

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  • Catherine3678abCatherine3678ab Posts: 2,601
    edited July 30

    ... I wonder what part 2 will be lol ...

    Tips: Do not save mat presets before saving props ... triggered the Contents list to go "poof" ... solutions vary, for immediate continued use, try a different "view" of the Contents. Close/Open D/S got the display back. {the merge menus did nothing} {I'm back one version on D/S}

    If rendering in Iray from beneath an object and all that is seen is "nothing" ... in Render Settings, turn OFF the draw ground.

    Post edited by Catherine3678ab on
  • Catherine3678abCatherine3678ab Posts: 2,601
    edited August 13

    A few "tips" ...

    Apparently it is essential that the .obj mesh be entirely "in bounds" because when it isn't and the uvmap for it goes "out of bounds" [off the checker T] ... in exporting out the .obj file from D/S - it makes a big mess of its uvmap.

    While the beta of Hexagon [64 bit] loaded the .obj quickly, it froze itself useless as soon as a call for 2 viewing screens was made [i.e. one for the mesh and one for the uvmap] ... so for once, editing the .obj file was the only way to get rid of the "default" mat zone that Hexagon so nicely made for "0" polygons. So for those that need to know how, .obj files can also be opened in a text editor and "all" one needs to do is find and remove that one line. Also check the .mtl file which may or not require editing as well.

    I've been working on a "Texturing Aid" - starting with the uvmaps for V4.2's face. The purpose of such a texturing aid is to have a lot more mesh available for use in the 3D painting/modeling programs to produce some interesting bump/displacement maps, etc. Also being shown is a test render to check how the brush results appear.

    Was also working on making some twists for the Puzzlebox {which is safe basically for private use} and an insert for the item.

     

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  • Catherine3678abCatherine3678ab Posts: 2,601
    edited August 27

    The concept I have for making texturing aids for the figures appears to be working well ... however I'm still learning how to use some programs to actually texture them with these new brushes I bought. However it's a fun process, most of the time ;-)

    For eg. with the texturing aid for V4's face, we can go from plain to pimples! This feature texturing was done using 3D Coat. 3D Coat will be undergoing some license and price changes before the year is out.

    And eventually, if RL permits, etc. I plan to work on another tutorial - showing how to get the flat uvmap's mesh using Blender - making the uvmap of the uvmap's mesh using Hexagon - rearranging that to match with the original layout - adding smoothing ... exporting out the new texturing aid. Now there a few other matters "in the wind" which I am waiting on too as there may be improvements coming for the workflow, etc.

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  • Catherine3678abCatherine3678ab Posts: 2,601
    edited September 1

    Very happy to update the information for Texturing Aids.

     richardandtracy very kindly made a script which works to put the .obj flat like its uvmap - and it does not lose the uvmap info! So this is a great time saver.

    Once that mesh is made, then using one's modeler one can add some levels of smoothing to make for a denser mesh with the SAME uvmap. That mesh then can be textured in programs such as 3DCoat to have a lot more detail. The textures off from that mesh can then be used to texture the original model :-)

    CLICK HERE to go to RichardandTracy's post ... download the zip and remember to rename it [since the downloading feature gives all such downloads a bunch of useless numbers].

    For the models you wish to make texturing aids for, using Hexagon or another modeler, first delete all the unnessary surfaces or .obj groups - "everything" is going on "one" square - so one wants no overlapping surfaces. The new flattened .obj will land in the same folder as the original .obj used to make it. When naming your .obj to be flattened, do not use underscores.

    eta: For best results with .obj files, from D/S send the figure over the bridge to Hexagon. Aside from some quirky surface assignments D/S is also capable of making some mesh cuts for .obj exports. As in the modeler we are adding smoothing, this makes for problem with mesh lines not even meeting of course. So use the handy bridge, keep only surfaces for "one layout" at most, export out that as .obj. Then using the utility, obtain a flatten to the uvmap mesh. In a fresh instance of Hexagon, one can import that flatten mesh, 0 the position, etc. as you please, then add one level of smoothing. Save the project, export out the .obj. You can try for another level one [making for a total of 2 levels of smoothing BUT are likely to have issues with Hexagon]. IF you succeed, do nothing except to export out that new .obj file. IF you can't, and have the 64 bit Hexagon installed, {required DIM to install it}, then one can open that beta Hexagon. Window layout ONLY ONE [forget the uvmap side, it has serious issues] ... import that level one smoothed flat mesh of the uvmap. Add one layer of smoothing [making for a total of 2], export out that .obj file. Close beta Hexagon.

    Then one has a nice mesh matching the uv layout for their figure - to be imported into whichever 3D painting program desired. In some it may be that only the colour surface can be painted however in others, such as 3D Coat, one can paint with the 3D brushes - to the diffuse, displacement, et al layers. With the additional mesh one can get some real detail happening. In exporting out the .obj from the 3D paint programs, one then acquires the set of texture images which can be applied to the figure in D/S. Of course one will probably want to clean it up some, match to the seams of the other surfaces,etc. in their image editor.

    Yes making good textures can be a lot of work, it can also be a lot of fun. AND the practice even gives one a good appreciation for what one is buying in the store, esp. when character morphs with skin sets become available in the sale baskets. Remember, skin sets do not have to be used with the morphs they came with. One can mix 'n match - it is your artwork ;-)

     

    Post edited by Catherine3678ab on
  • Thank you, your stuff is always nice.

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