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At this point you probably need to take your questions to the PA forum so you understand how HD works. Mods feel free to clean up this discussion.
I'd say the same to you.
No need, I actually gave advice there ;)
This, I will try next.
I've hit a wall on this as there are simply not enough vertices to work with that can cover a wide range of clothing articles. I've tride to move verts around on the base with all kinds of issues, texture stretching being the worst offender sometimes coupled with unnatural 'bumps', as well.
I have a much higher appreciation for the PAs that build this in to their products. It would be nice if one or more might share how they accomplish this, even if it requires tools that aren't readily available. Just to satisfy my curiosity, if nothing else.
Thanks!
Omen
The answer is HD morphs as mentioned. Read the description of the HoloFlow product.
Included are also HD morphs for Genesis 3 thighs to give the impression of the high boots squeezing her skin.
There's nothing more to it really.
Which is a low poly morph with a detail pass to "give the impression" (as noted in that product description) of the skin tightening around the clothing. So you would need to make in a end user's case a normal or displacement map to give you the detail on that morph.
Thats how how it was done. The op had the first part correct, but would need to do the detail step to make the morph look better. If you think a HD morph does that alone, you would be incorrect.
Since I seem to have a PA or two around here...
Can anyone confirm that the HD tools provided by DAZ increase the poly count of the relative base figure?
Thanks!
Omen
HD morphs work on the additional vertices created by the sub-division process, rather than on the actual vertices of the SubD cage in a standard morph. In a still image you couod do the same by exporting the mesh with SubD and adjsuting that, then loading it in as a static model.
Well I just did it without ever touching anything low poly. I have a screenshot which I'm not sure I'm allowed to show here. Quickly skimmed the HD agreement, didn't find anything about not posting an image like this. Would it be ok Richard?
I'm afraid not.
Wow...
Omen
It's not something end users can do, and the vertices in HD still, as I said, only gives the illusion of fitting clothes.
Your solution would be what I mentioned previously: a low poly morph, export a subdivided mesh of that morph then generate a normal or displacement map. There's no need to discuss HD for this at all.
@Male-Media,
How would maps do nothing more than give the illusion of this micro pressure? I loaded up an outfit that came with the morphs in question and there is definitely adjustments made to the actors mesh.
I ask this because I do not know, not to to second guess anyone.
Omen
Again the low poly morph would be the base of how you want the skin to be around a pair of clothing, Exporting a subdivided mesh of that morph will allow you to sculpt the detail you want to look around that area, creating a normal map from the subdivided mesh will give you a similar result as the HD. The vertices in a subdivided mesh dont actually affect the clothing, they give the illusion of giving pressure in those spots. Normal maps will give you a similar result as the vertices only show when rendered.
Ok.
I think I get it now. I will try this method in the near future.
I think my confusion comes from the fact that I have built from the ground up most of the time, rather than modify existing meshes. In this scenario, if I need more vertices on a newly created object, I just subdivide the existing area in my modeling program. I am aware that one can not simply add more vertices to Genesis X without breaking the maps.
Once I have this all figured out, I guess it would be on me to publish some manner of tutorial for others to follow.
Thanks!
Omen
I don't know how they do it, but I like Aeon Soul products like:
https://www.daz3d.com/proxy-outfit-for-genesis-3-and-8-females
https://www.daz3d.com/orbital-merc-for-genesis-8-females
These have little details that show the clothing fitting tightly.
so basically youre just using a highly subdivided obj, which is an export of your static model. This approach wont allow functional morphs to be creaed for Daz characters (unless youre a PA and can import HD morphs). But the approach is definitely an option for people who have finalised their pose and only need the morph for one scene etc.
People could just use Mesh Grabber in Daz, theoretically. They dont need to go to an external program.
I don't like the displacement and normals solution, because displacement never lines up perfectly for me and normals don't show from the side. Those are workarounds because we don't have the ability to create HD morphs.
What I like to do is set up my complete scene and then export the figure and any objects it's interacting with, then take to ZBrush. Here, I can easily fly around the scene adding little details such as micro pressure along clothing lines, squished finger tips on a glass, flattened out bum on a chair... What I'll do is actually very subtly inflate the areas around where the pressure would be so that it gives the illusion of pressure, so that I don't have to pre-line everything up. This also allows me to add small details that help things feel natural.
Of course, it's a manual process, you're locked at the poses and sub-d you export at, and there's lots of texture settings cleanup (particularly "thin walled" settings for some reason), but it works on a pic-by-pic basis if that's what you need.
Its disappointing to see such limited TOS for PA's that a single screenshot example can't even be shared. I understand why, it would just be nice to know whether or not there are more efficient ways to do things like this that we've all devised personal workarounds for...