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Daz 3D Forums > Search
  • Star 2.0 for G3F!!! whoot!!

    I noticed that 2.0 is a bit "bustier" than her original counterpart, but O.S. is "hippier". 

    Autofit for older Star content onto 2.0 also doesn't work perfect - particularly on hair and shoes (it never does). I suppose the slight poke through on the shoes is probably an easy fix.

    The materials look great on the Star 2.0, OS looks very plasticy in the comparison there, is that the iRay materials?

    The description for the Star 2.0 clone does state:

    • FREEBIE: Star! clone for transfer of clothing from original Star! to Genesis 3 Female Body (Not recommended for hair or gloves)

    That would explain why one of the G3S hair styles is from the original selection of OS hairs, shoes always seem to cause problems cross generation, although the shoe transfer there doesn't look too bad if you switch off the toes and or feet :)

    It's the skin/shader she loads with as an "Actor" from Smart Content. She has a wonderful variety of settings - she has 20 skin settings and 20 eye settings. 

     

    Thanks for posting this divamakeup - a good selection for both iRay and 3Delight which is nice to have both options (especially with animation generally rendering faster in 3Delight, not that I've tried an iRay animation....YET!)

    By

    KA1 KA1 August 2016 in The Commons
  • Star 2.0 for G3F!!! whoot!!

    I noticed that 2.0 is a bit "bustier" than her original counterpart, but O.S. is "hippier". 

    Autofit for older Star content onto 2.0 also doesn't work perfect - particularly on hair and shoes (it never does). I suppose the slight poke through on the shoes is probably an easy fix.

    The materials look great on the Star 2.0, OS looks very plasticy in the comparison there, is that the iRay materials?

    The description for the Star 2.0 clone does state:

    • FREEBIE: Star! clone for transfer of clothing from original Star! to Genesis 3 Female Body (Not recommended for hair or gloves)

    That would explain why one of the G3S hair styles is from the original selection of OS hairs, shoes always seem to cause problems cross generation, although the shoe transfer there doesn't look too bad if you switch off the toes and or feet :)

    It's the skin/shader she loads with as an "Actor" from Smart Content. She has a wonderful variety of settings - she has 20 skin settings and 20 eye settings. 

    By

    3Diva 3Diva August 2016 in The Commons
  • Star 2.0 for G3F!!! whoot!!

    I don't often pass comments on new releases but simply amazing work to Littlefox on this one. Being able to transfer the banshee dress to g3f now thats just perfect.

    By

    Grovelight Grovelight August 2016 in The Commons
  • Comparing landscape products

    I played around with Bryce exported textures and was somewhat... left cold. Going to play with Carrara and see how well it works for this.

    The meshes from Bryce ended up looking a bit jagged, but the heightmap export, with a little tweaking, made for nice basis for elevate morph.

     

    By

    Oso3D Oso3D August 2016 in The Commons
  • Star 2.0 for G3F!!! whoot!!

    I noticed that 2.0 is a bit "bustier" than her original counterpart, but O.S. is "hippier". 

    Autofit for older Star content onto 2.0 also doesn't work perfect - particularly on hair and shoes (it never does). I suppose the slight poke through on the shoes is probably an easy fix.

    The materials look great on the Star 2.0, OS looks very plasticy in the comparison there, is that the iRay materials?

    The description for the Star 2.0 clone does state:

    • FREEBIE: Star! clone for transfer of clothing from original Star! to Genesis 3 Female Body (Not recommended for hair or gloves)

    That would explain why one of the G3S hair styles is from the original selection of OS hairs, shoes always seem to cause problems cross generation, although the shoe transfer there doesn't look too bad if you switch off the toes and or feet :)

    By

    KA1 KA1 August 2016 in The Commons
  • Profession/Olympic Swimwear?

    I use these on G3F and of course need to re-shader them for Iray. They will fit well if you have V4 to G3F transfer ability.

    arcebus: SwimCap V4/A4

    That product is no longer for sale.

    Bumer. It as really good.

    By

    fred9803 fred9803 August 2016 in The Commons
  • Post Your Renders - Happy New Year yall

    thanks DB, very kind, I would have your animation skills to get a proposable work; dunno about your style, I'd like to watch a clip before make a choice, in CG field you can't judge until you watch

    I partially solved the pattern/issue due to the scale of the model, too small, for any reasons carrara can't manage maps too reduced

    in this shot Ariana is 5 times bigger so the issue is less evident (by the way  how could I make dimpled cheecks? is there a morph somewhere to be used?)

    @ head wax as you have brilliantly testified carrara can be very adaptive and above all very funny to use smiley

    By

    magaremoto magaremoto August 2016 in Carrara Discussion
  • Profession/Olympic Swimwear?

    I use these on G3F and of course need to re-shader them for Iray. They will fit well if you have V4 to G3F transfer ability.

    arcebus: SwimCap V4/A4

    That product is no longer for sale.

    By

    Havos Havos August 2016 in The Commons
  • Unwanted effect of shrink-wrapping. Any fix?

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

    I'd love to see a tutorial for newbies like me on how to do this! :D

    1. Don't export to OBJ yet!

    2. Without fitting/parenting the clothing item to your figure, use the built-in morphs, deformers, etc to approximate the fit to the figure. Doesn't matter if it's not exact; some parts can be fixed using mesh smoothing.

    3. NOW we export as OBJ. Be sure to hide everything else aside from the clothing item. You can choose DAZ or Poser presets; it doesn't matter.

    4. Re-import the OBJ using the same DAZ/Poser preset.

    5. Fit the item to the figure in question. Choose unsupported and no projection map since we want to keep the current shape. The clothing item should now inherit the figure's bone structure.

    6. Apply mesh smoothing as needed. You may want to re-export the mesh-smoothed version, re-import back as a morph or OBJ, then turn off mesh smoothing as it's not needed anymore.

    And now...

    - To get back the original morphs, first convert the new clothing OBJ back to a figure (Edit->Object->Rigging->Convert to Figure), then use the transfer utility to transfer the morphs from the original clothing. Be sure to click on Morph Targets and check "All" from Under Source.

    - To get the custom bones back, SY has a bunch of tutorials with various methodologies:

    http://sickleyield.deviantart.com/journal/Tutorial-Saving-Gen-4-Custom-Bones-on-Conversion-417250347

    http://sickleyield.deviantart.com/journal/Tutorial-Custom-Bone-Rigs-G2F-to-Genesis-Convert-398192766

    http://sickleyield.deviantart.com/journal/Tutorial-Keeping-Bones-On-TU-Conversion-Fast-Way-449218737

     

    Oh awesome! Thank you! :D I've saved this and added it to my Daz tutorials and will be trying it out - I really appreciate you taking the time to explain how to do it! You rock!

    By

    3Diva 3Diva August 2016 in The Commons
  • Profession/Olympic Swimwear?

    I use these on G3F and of course need to re-shader them for Iray. They will fit well if you have V4 to G3F transfer ability.

    arcebus: SwimCap V4/A4

    By

    fred9803 fred9803 August 2016 in The Commons
  • Rigging with Transfer Utility - FiberMesh

    As JackFoster said . Also when you make it for your character make sure the scale is set to 100% of the character figure  , any scales other than 100% will make more troubles , check also the Reverse Deformation . If you import the OBJ manually to DS from Zbrush  set the import geometry profile to Lightwave if you create fiber based geometry in Zbrush . There are always issues with ears and fibers after rigging, you need to clean the weight mapped area and remove the ears part or select everything and apply the group to head only to avoid ear problems . Good luck

    When using the Transfer Utility, you can use Reverse Source Shape From Target if you make the hair on a morphed figure. There's no need to remake it. Just make sure to set the Source to use Item Shape: Current instead of Base. Also, once the figure is rigged in this way, you can use the orignal .obj file as a morph so that the hair returns to the exact shape it was when you originally made it. When making the morph, make sure to turn on Reverse Deformations.

     

     

    By

    MEC4D MEC4D August 2016 in The Commons
  • Unwanted effect of shrink-wrapping. Any fix?

    I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.

    I'd love to see a tutorial for newbies like me on how to do this! :D

    1. Don't export to OBJ yet!

    2. Without fitting/parenting the clothing item to your figure, use the built-in morphs, deformers, etc to approximate the fit to the figure. Doesn't matter if it's not exact; some parts can be fixed using mesh smoothing.

    3. NOW we export as OBJ. Be sure to hide everything else aside from the clothing item. You can choose DAZ or Poser presets; it doesn't matter.

    4. Re-import the OBJ using the same DAZ/Poser preset.

    5. Fit the item to the figure in question. Choose unsupported and no projection map since we want to keep the current shape. The clothing item should now inherit the figure's bone structure.

    6. Apply mesh smoothing as needed. You may want to re-export the mesh-smoothed version, re-import back as a morph or OBJ, then turn off mesh smoothing as it's not needed anymore.

    And now...

    - To get back the original morphs, first convert the new clothing OBJ back to a figure (Edit->Object->Rigging->Convert to Figure), then use the transfer utility to transfer the morphs from the original clothing. Be sure to click on Morph Targets and check "All" from Under Source.

    - To get the custom bones back, SY has a bunch of tutorials with various methodologies:

    http://sickleyield.deviantart.com/journal/Tutorial-Saving-Gen-4-Custom-Bones-on-Conversion-417250347

    http://sickleyield.deviantart.com/journal/Tutorial-Custom-Bone-Rigs-G2F-to-Genesis-Convert-398192766

    http://sickleyield.deviantart.com/journal/Tutorial-Keeping-Bones-On-TU-Conversion-Fast-Way-449218737

     

    By

    mtl1 mtl1 August 2016 in The Commons
  • Touzai for Aiko 6

    I'm still very new. I picked up Touzai for Aiko 6 along with Aiko 6 and a few genesis 2 morph packages (as required). However, I am not seeing the morphs associated with Touzai. Well, not true: I saw the Aiko Slim and Aiko Smooth under Shaping/Actor. But I can't find the presets under presets or any other dials clearly associated with Touzai and I just don't know enough to tell if I'm looking in the wrong place, screwed up, or the add-on is broken somehow. The files in question do seem to be in my Daz library....

    By

    exstarsis exstarsis August 2016 in New Users
  • Body By Sublime IV Fantasy Edition

    It's possible that each body morph uses maybe 1 of the characters - like, body 1 will use G3F and Girl 7 morphs, and body 2 will use V7 and Olympia 7. So the required products state ALL the iconics needed. 

    That's true. I'm not sure I want to risk it - as I might be able to recreate the shapes myself ...maybe. It's a tough choice - the shapes are adorable. heheh :D I'll have to think it over. I do want to support products and vendors that create characters/shapes with more diversity than just the normal Barbie-type figures, so I might end up getting it. I guess I'll have a few days to decide before it goes off the intro discount price.

    By

    3Diva 3Diva August 2016 in The Commons
  • Body By Sublime IV Fantasy Edition

    It's possible that each body morph uses maybe 1 of the characters - like, body 1 will use G3F and Girl 7 morphs, and body 2 will use V7 and Olympia 7. So the required products state ALL the iconics needed. 

    By

    jakiblue jakiblue August 2016 in The Commons
  • Rigging with Transfer Utility - FiberMesh

    When using the Transfer Utility, you can use Reverse Source Shape From Target if you make the hair on a morphed figure. There's no need to remake it. Just make sure to set the Source to use Item Shape: Current instead of Base. Also, once the figure is rigged in this way, you can use the orignal .obj file as a morph so that the hair returns to the exact shape it was when you originally made it. When making the morph, make sure to turn on Reverse Deformations.

     

    By

    JackFoster JackFoster August 2016 in The Commons
  • Rigging with Transfer Utility - FiberMesh

    I apologize if you did this, but it looks to me as though you need to both create your meshes and then transfer against the base figure, not your morph.

    So start a new project on a base figure? Okay, I will try that.

    By

    Viper016 Viper016 August 2016 in The Commons
  • Rigging with Transfer Utility - FiberMesh

    I apologize if you did this, but it looks to me as though you need to both create your meshes and then transfer against the base figure, not your morph.

    By

    SickleYield SickleYield August 2016 in The Commons
  • Rigging with Transfer Utility - FiberMesh

    Okay a couple issues. I made FiberMesh hair/fur with both "Garibaldi Express Hair System"(.obj) and "ZBrush"(.obj)

    1. How in the world can I get the transfer utility to get morphs from the Head? It never gets morphs for the ears and so on.

    2. How can I get the mesh to stop raising way above the head and/or the G1/G2/G3 area?

    It's something even after watching many Tutorials I still can't seem to get right. Maybe I am missing something?

     

    If nobody knows from just the people who see this post here I guess I will have to try to contact: Mec4D, Matari3D and/or Laticis Imagery and see if they aren't too busy lol

    I wanted to to make a full upper head FiberMesh hair that will follow the jaw and so on.

     

    Thanks in advance~!

     

    By

    Viper016 Viper016 August 2016 in The Commons
  • Dr Strange outfit

    A lot of the tunics if retextured could do for a good start.  Unfortunately the best tunics are for much older models, so it's going to take some effort to get them to work on later figures.

     

    Thanks. I saw some of those and was getting somewhat discouraged. If I really wanted to I'm sure I could make them work. But I am looking for something for the G2 male, or possibly G3 but I don't use it that much. I've seen the "Sherman" morph for G2 that resembles Cumberbatch but I'm not a big fan of it - in any case I just want to capture the atmosphere, not produce a look alike.

    Hopefully someone is working on updating those outfits, or crafting something for the current figures. I'm not even sure I can get M3.

    By

    Joe Webb Joe Webb August 2016 in The Commons
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