Rayn for G3F

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  • Wait till you see what I have in mind for G3M...

    Ooh, I cannot wait. =-)  I am quite impatient to see G3M

     

    I've been refreshing daily in the hopes that the G3M base drops while we're not looking... I want the guy so I can start working on the male counterparts for the girls I've been making.

    Funnier, there are two more men on the schedule than there are women, and this is being done intentionally.

  • DarkSpartanDarkSpartan Posts: 1,096
    edited September 2015

    I mixed Rayn in about half and half with an adult character to get a bot more of a teen look without hitting the body dials, and on a number of recently-released outfits (The one-piece bathing suit, PJs, and a few more), the clothing sprouts a new morph down the midline between her breasts, that depending on the outfit either looks like she has a center breast or a ridge down the front of her body from neckline to pubis. Is that something Rayn is supposed to do so her normal clothes fit her flat-chested normal form, or is it intentional?

    A ridge between the breasts is very common on flat-chested characters, and is an unavoidable consequence of auto-generated morphs on clothing that isn't unrealistically skintight. I've never seen a full-length ridge like that, though.

    Thank you for your input, even if it's not quite the answer I was expecting.

    I wonder why that's an issue. Anyone know of a workaround that doesn't involve dragging the form into a modeler?

    Post edited by DarkSpartan on
  • It happens because the clothing is modeled on a figure with breasts. In order to avoid the "shrink-wrapped breasts" look, the clothing is right up against the skin on the breasts, and a little ways out from the skin between the breasts. When a morph flattens the breasts, the clothing retains its shape relative to the body: right up against the skin on the breast area, and a little ways out from the skin in the middle of the chest. One workaround involves Zev0's Fit Control products, which work better on some clothes than others, but can usually make things look decent in combination with the smoothing modifier. Another is to avoid clothing modeled for breasts, by autofitting clothing from Genesis 1 or a male figure.

  • j cadej cade Posts: 2,310
    Upping the smoothing can usually help.
  • I did wind up doing that, but it requires lots of it. I could see the difference between 5,10, 20, 30, and 50.

    It took fifty to get some things to look mostly right. Would Fit Control (when avaiable) deal with it?

  • FistyFisty Posts: 3,416

    I would bridge to hexagon and run the smoothing paint brush over it..  failing that easy 90 second fix I would use a deformer with a tall skinny field to pull it in a bit, then let smoothing take care of the rest.

  • JoeQuickJoeQuick Posts: 1,729

    I'd add a smoothing modifier to the clothing with 25 iterations, bake in the smoothing and then save out the new morphs for the clothes.

  • Fisty said:

    I would bridge to hexagon and run the smoothing paint brush over it..  failing that easy 90 second fix I would use a deformer with a tall skinny field to pull it in a bit, then let smoothing take care of the rest.

    I've been tempted to do that in Maya.

     

    JoeQuick said:

    I'd add a smoothing modifier to the clothing with 25 iterations, bake in the smoothing and then save out the new morphs for the clothes.

    This is also a possibility, and one that might work better for intermediate stages.

  • TaozTaoz Posts: 10,260
    edited September 2015

    Does anyone know if 3D Universe are making the poses for their promos themselves? If, it would be nice if they'd include them (or them all, I can see that some of them are included)  with their pose sets.

    Post edited by Taoz on
  • TaozTaoz Posts: 10,260
    Taozen said:

    Does anyone know if 3D Universe are making the poses for their promos themselves? If, it would be nice if they'd include them (or them all, I can see that some of them are included)  with their pose sets.

    Think I was a bit too fast here - I can see that some of the Skyler / Rayn poses are from Diane's sets, but not them all.

     

  • CypherFOXCypherFOX Posts: 3,401

    Greetings,

    Fisty said:

    I would bridge to hexagon and run the smoothing paint brush over it..  failing that easy 90 second fix I would use a deformer with a tall skinny field to pull it in a bit, then let smoothing take care of the rest.

    I've heard this sentiment before on other things, that there's a 'smoothing brush' that's really useful for cracks and crags and auto-fit failures and things like this jutting out, and I had no idea what it is. :-(  I've tried to find it, but Hexagon's interface may as well be Yonowat's Amapi  for all I can understand of it.

    In writing this, I went looking, and I found a video which talks about the 'soften brush' which is in the UV & Paint section, which confuses me because I'm not painting anything, or changing the UV, but it seems to do the right thing.

    I know I'm asking a bunch, but I'd love to see someone using the soften brush to fix a meshed up autofit.  I'll probably try it in a day or so, when I get time, and see if I can understand it.  Hopefully the export/import-as-morph process is easy.  Never done it...  This is a part of DAZ's workflow that's black magic to me, mostly. :-/

    --  Morgan

  • CypherFOXCypherFOX Posts: 3,401
    edited September 2015

    Greetings,

    So...reporting back on the 'Soften' brush in the UV & Paint section, here's what happened when I imported it back as a morph.  I had to dial *out* the existing Rayn autogenerated morph, as the object which had been sent to Hexagon already included it.  I understand normally you're supposed to do the morph on the base character, but of course then it wouldn't have shown the problem.  I suppose if I'd replaced the autogenerated FBM (?) of Rayn in the one-piece suit with the new one, it would have worked better, but I didn't know to do that just yet. :-/

    But it worked pretty spectacularly once I figured out to dial out the autogenerated morph and leave my new one in place.  I've attached a render that hopefully shows how it looks after a bit of softening.

    Rayn in softened One Piece Swimsuit

    I'm sure I could have done more, but it's really hard to see what I'm doing in Hexagon, because all the backfaces show up through the object.  There's probably a preview mode that'll fix that, now that I think about it...although I couldn't figure it out with about 10 minutes of trying. :(

    Anyway, it's a really good technique, and I'll have to try it with other autofit disasters.  Note that it doesn't help (yet, at least) with the texture stretching that happens with Rayn and Skyler, so solid colors are still the rule for most of these outfits.

    --  Morgan

    WIP Example Rayn Swimsuit.png
    512 x 1024 - 339K
    Post edited by CypherFOX on
  • FistyFisty Posts: 3,416

    Rather than bridging back to DS, instead export the suit as obj and name it FrontFix.obj or something that makes sense, then in DS use morph loader, set the scale to Silo, and checkmark reverse deformations, then you won't have to worry about dialing out morphs or zeroing the pose, it'll figure all that stuff out for you.  I use it all the time to make my custom morphs, it's often better to fix the auto than to start from scratch, especially with characters that signifigantly change the hip/thigh area.  It doesn't work so well on detailed areas or hems but it's great for flat(ish) solid areas like the suit.  I usually set the strength on the smoothing brush to 15, the default is a bit hard to control.

  • Fisty said:

    Rather than bridging back to DS, instead export the suit as obj and name it FrontFix.obj or something that makes sense, then in DS use morph loader, set the scale to Silo, and checkmark reverse deformations, then you won't have to worry about dialing out morphs or zeroing the pose, it'll figure all that stuff out for you.  I use it all the time to make my custom morphs, it's often better to fix the auto than to start from scratch, especially with characters that signifigantly change the hip/thigh area.  It doesn't work so well on detailed areas or hems but it's great for flat(ish) solid areas like the suit.  I usually set the strength on the smoothing brush to 15, the default is a bit hard to control.

    I'll have a look at that then, when/if I can get Hex to cooperate for longer than three minutes. Maya LT seems to be weathering the Win10 thing a bit better, though.

  • Fisty said:

    Rather than bridging back to DS, instead export the suit as obj and name it FrontFix.obj or something that makes sense, then in DS use morph loader, set the scale to Silo, and checkmark reverse deformations, then you won't have to worry about dialing out morphs or zeroing the pose, it'll figure all that stuff out for you.  I use it all the time to make my custom morphs, it's often better to fix the auto than to start from scratch, especially with characters that signifigantly change the hip/thigh area.  It doesn't work so well on detailed areas or hems but it's great for flat(ish) solid areas like the suit.  I usually set the strength on the smoothing brush to 15, the default is a bit hard to control.

    Why not just bridge back with advanced options and do the same thing?

  • DogzDogz Posts: 912
    edited September 2015

    The central 'chest bump' is a constant problem with dialing in any shape which takes the figure from having breasts -to flat chested.

    Dial up the 'breasts gone' morphs and I garrentee it will occur on any clothing, that does not have a custom morph in place for that dial.

    There is virtually nothing 3DU could have done to avoid that one.

    Generally though, its a tricky one, clothing vendors can make custom morphs to support certain figures which they have bought (and are available during development of a clothing set,) but it is impossile to cover ALL the character sets and shapes people create. 

     

    I find that its when verts have strayed too far north or south of their orginal location that it really starts to fudge an out fit..

    So my personal plea to all character makers would be: when working on the body please, please try to avoid shifting verts up or down along the vertical Axis (Y Axis in DS) as much as possible when sculpting. Espcially keep it minimal around upper chest and neck where most clothing ends And also the the hips, lower abdomen where it can mess up anything that isn't a dress.

    I dont know to what extent those who make character shapes, test a selection of outfits on their character shapes. but they must do it on some level, even if its just for promo work. 

    Like wise there is a rather large list of practices that clothing vendors need to follow, to keep their outfits as flexible and as distortion free as possible.

    Post edited by Dogz on
  •    I purchased the entire Skyler and Rayn package for G3 and I am happy with it; however, I wish there were more clothing. Rayn looks so much like Skyler. It seems to me like the designer just changed the skin tone of Skyler and changed the hair a bit and called her Rayn! I would like to see more models other than Skyler and Rayn. Skyler and Rayn look more like cartoon kids their faces look like cartoonish and not like real preteens. I think the skin teature could hove been better with both Rayn and Skyler.

    Rayn and Skyler look much better than all of the K4 models, which i would never purchase. I am hoping DAZ will create an entire set of children models fot the Genesis 3 group this would be great for creating children stories and book illustrations. 

     

  • nicsttnicstt Posts: 11,715

    I've given ryan a miss; not worth it for the hair imo; I'll get the clothes. I'd have considered it worth it if the head and body morphs had been separate.

  • FistyFisty Posts: 3,416

    Why not just bridge back with advanced options and do the same thing?

    Because I've never noticed any options other than to change where the morph goes and to overwrite existing..  they add something god knows when and I've been looking past it?  Will have to investigate..  sure would speed up things.  Thanks!

  • DogzDogz Posts: 912
    edited September 2015

    Got both sets (Skyler & Rayn -without the clothing) because I mainly wanted to make custom morphs for both in clothing sets. They are so similar its simple enough to make 1 custom morph for both. If it wasnt for that - I would have just settled for either one of them.

    Do feel they should have been a little more different, (build, height and face) to really justify owning both. Its a bit like Teen Josie 6 and Belle 6 fo the last generation, they were almost indistinguishable in many ways. 

    Yes seperate head and body morphs would have been a big plus as its always makes a character set infinatley more versitile - but nevermind, maybe next time :)

    Post edited by Dogz on
  • Fisty said:

    Why not just bridge back with advanced options and do the same thing?

    Because I've never noticed any options other than to change where the morph goes and to overwrite existing..  they add something god knows when and I've been looking past it?  Will have to investigate..  sure would speed up things.  Thanks!

    Edit>Preferences>Interface (in DS) should have a setting for the way the Hexagon Bridge dialogue displays, set it to Show Advanced Options.

  • FistyFisty Posts: 3,416

    Awesome, thanks..  but why is it hidden so?  It should have a box to open the advanced properties like when you create a light or camera so people like me know it's there.  Lack of consistancy.

  • Fisty said:

    Awesome, thanks..  but why is it hidden so?  It should have a box to open the advanced properties like when you create a light or camera so people like me know it's there.  Lack of consistancy.

    It's probably a throwback to the time when the advanced properties weren't a going concern, and nobody thought to change it.

  • Got Rayn and her clothes.

    Love the clothes, love the hair, not sure about the character (honestly, I thought she'd be more like Skyler without the tanlines, etc.).

  • Dogz said:

    Got both sets (Skyler & Rayn -without the clothing) because I mainly wanted to make custom morphs for both in clothing sets. They are so similar its simple enough to make 1 custom morph for both. If it wasnt for that - I would have just settled for either one of them.

    Do feel they should have been a little more different, (build, height and face) to really justify owning both. Its a bit like Teen Josie 6 and Belle 6 fo the last generation, they were almost indistinguishable in many ways. 

    Yes seperate head and body morphs would have been a big plus as its always makes a character set infinatley more versitile - but nevermind, maybe next time :)

    They're not merely similar; they're identical from about the collarbones down.

  • DogzDogz Posts: 912
    edited September 2015

    ^Had a look the two base meshes in Max to compare- and you're actually quite correct. they are indeed identical from the shoulders down

    Post edited by Dogz on
  • HavosHavos Posts: 5,582

    Having identical bodies also has the advantage that they can share poses and clothing fits, so to me that is not an issue, but it is a shame that the face morphs are so similar.

  • DogzDogz Posts: 912

    Agreed. Definatley worth owning one of them -if you can live with out the extra skin and bundled hair of the other. 

  • Dogz said:

    Agreed. Definatley worth owning one of them -if you can live with out the extra skin and bundled hair of the other. 

    I like Rayn's hair. I would have preferred to have more colors for the two hairs, but I can do that myself if I have to. I'm not thrilled about the tan lines, but I can understand why they'd be present-- the tanlines match Skyler's bikini pretty well. Rayn's shirt looks cute, but the back is really long. 

    Has anyone mixed the two morphs to a total of 100%?  Seems to me you could get a variety of different looks that way. 

  • DarkSpartanDarkSpartan Posts: 1,096
    edited September 2015

    Okay, then. Just to be a wierdo, I decided to do it myself.

    This is Rayn and Skyler both dialed to 50%

    SkyRayn50.png
    960 x 1248 - 681K
    Post edited by DarkSpartan on
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