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Face Transfer and Surfaces - how to restore surfaces
katherine_4a0d2c0d5e said:
Woops!. I see on closer examination. The FaceTransfer photo was added painted detail. It was not actually sculpting the figure.
It does "sculpt" the face (applies morphs) but you're correct, some of the detail you see is also "painted textures". You can replace "all but the face textures" with the figure's original, but you'll v likely get a colour mismatch with those and the FT face-texture..
When I use FT, I've a large collection of Morphs that I apply after the transfer, which help make the transfer "look better" and get closer to the face transferred in. Those morphs (tweaks to "settings") seem to be "made available" via various products.Products like:
https://www.daz3d.com/face-transfer-shapes-for-genesis-8
https://www.daz3d.com/face-morph-kit-for-genesis-8-female
https://www.daz3d.com/genesis-8-female-head-morphs
https://www.daz3d.com/aging-morphs-for-genesis-8-female-s
https://www.daz3d.com/aging-face-details-hd-for-genesis-3-and-8-bundle
https://www.daz3d.com/mesh-grabber-morph-editor-win <-- Is also vv helpful "creating" morphs (and editing those applied)
Autofit Clonesan autofit clones is a morph saved a special way. it ends up in the data folder of the figure it is converting TO.
So if I have say a v4 to g8f autofit clone it will be in the G8f data folder probably named something like 'Vicrtoria 4' and with special settings so DS knows its a clone and not another type of morph
So you can have however many clones you like FOR any figure TO any figure as long as the file names dont conflict on the figure they convert two. so you could have Victoria4clone and victo4ia4dressclone on g8f and be fine.
Clone morphs are that thing that gives you the list when you apply clothing to the figure and it satys ' what figure was this made for' Add autofit clones, see more options in your list.
LM
Modular ItemsMaking Part B a morph of Part A will simply not work because of geometry changes. And no, it physically would not be possible to keep the same vertex count or even order across all parts. I already tried once (IE, a guard that can have either a square, rectangular, or circular cross section). Even maintaining the same vertex count just made a colossal mess, and trying to apply other morphs on top of the section changes (IE changing how much the guard tapers to its end) just ended up breaking the mesh.
Jennie 9 HDThere's appears to be a good amount of detail in her normal/bump maps zoomed in, but she looks very uniform from a distance. Seems to be a recurring thing with G9 colour maps, but it feels like they've been particularly weak in that area recently. I just can't see myself buying her. Certainly not the pro bundle, even at $50 with the banner.
There's a hair in there I like the first glance of and that's it really. Looks a bit Anniston.
The dress appears well done but is a bit hyper-girly and hyper-sexualised for my tastes. Not an aesthetic I like at all.
The additional shapes aren't anything special at all. Previous alt shapes were generational and some of them had quite a bit of sub-D work put into them, which I liked as they brought options, fidelity and character to figures, but I'm struggling to see how these ones differ from what's in the starter packs or other morph packs. They look a bit base resolution to me - starting points not render points. But apparently they've HD versions *shrug*. And $28? Daz is having a laugh.
Face Transfer and Surfaces - how to restore surfacesOne more note. If the full material map is applied for the skin after Face Transfer, it reshaped the figure's face.
Face Transfer and Surfaces - how to restore surfacesI altered my figure's face with Face Transfer and it did a great job. BUT the surfaces were also transferred from the photo to the figure.
How can I restore the skin color maps?
Thanks for Any hints on this topic.
Jennie 9 HDI like the character and stuff in the bundle, but was annoyed seeing the three alternate shapes as three separate bundle items as that does seem like filler to me, or just selling each morph individually made me roll my eyes, but then I saw the price of the bundle in my cart and said no thank you there.
Face Transfer and Genesis 9Daz Studio gives you demo versions of Face Transfer (Genessi 8) and Face Transfer 2, both good for three saves. You have now used the three demo saves for Face Transfer 2, so you get just the temporary, watermarked maps.
Face Transfer and Genesis 9Is there a limit to the number of times you can use Face Transfer with Genesis 9. I mean I know there is a Face Transfer2 now, but I don;t have the money for it this month. As far as I know I am not doing anything wrong, but now when I try to do Face Transfer with Genesis 9 the image i'm scanning turns black and white on the save option although it does make a model in the active window. However it wont let me save the image I'm scanning to make the changes permanent
Diomede's Notepad, Sketchpad, and Chilling PadDartanbeck said:
All awesome options.
...and for simply fixing pokethrough, I either use Mesh Grabber and make a morph for just that session, or I use the trusty Geometry Editior to select and hide the protruding polygons on the figure itself - whichever makes the most sense at the time.
Of course, I'm also a huge fan of Fit Control products, so I'll use that too.
When I auto-fit boots to Rosie, and the fit puts the feet outside the shoe and above it, but I can still get a decent pose, I select a portion of the shins and all of the feet and toenails using the marquee selection in the Geometry Editor, and create a new surface, which I make transparent - and then just save that version of her as a separate scene file within the Base Scene I use for her. Rocks!
Yes, I use a variety of tools for occasional poke through. There are a lot of options to address the one-offs resulting in a specific scene. Great to have so many options. Sometimes, I even still use the magnet deformers.
Diomede's Notepad, Sketchpad, and Chilling PadWendyLuvsCatz said:
I personally don't bother with the bridge to the slums when I can just export an obj for editing in Carrara's vertex room and use morphloader, hell sometimes I even use Zbrush
Yes, I will probably ignore the bridges in the end. Still early in my 2024 tutorial deep dive, but my initial reactions to the tutorials leans toward using the manual file transfers between programs, and to use Blender a lot more, including its sculpting tools for adjustment morphs. Like you Wendy, I am fine with using the morph loader manually. I am also testing the workflow for a few other software options like ZBrush and Marvelous Designer. ZBrush is awesome, very awesome!, but it is hard to justify the expense given my current amount of usage. Marvelous Designer is also awesome. Similarly, it may be too expensive for how much I would use it. But there is not a good substitute for what MD does, like Blender's sculpt tools substituting for ZBrush.
Daz to C4D Morphs wont loadSo I've manually adjusted this corset top with ZBrush and imported into Daz3d, which turned into a morph slider. But upon sending the files from Daz to C4D, the morphs wouldn't work. I've ticked 'export morphs' on too.
Modular ItemsYes, it'll be a bit cumbersome with a single rigged figure for such a modular case... it's one of the reasons that very very less PA chose to make a figure-based modular weapon other than multiple weapon Props.. That's why I always say "technically" it can be done but practically it'll really depend...
If you choose no-go for rigging as a single figure, the method is still the same. You scale down one of the "Designs" to tiny enough, import back as a morph and link it to a controller via ERC on another "Design", and vice versa.
Or, the simplest way : you just create a couple Bool properties and use "Visible in Viewport" to control Visible / Invisible from one another, just like a Conditional Graft...
Hey, adult outfits work for teen characters?crosswind said:
Certainly ~~ FBM will be projected on the clothing...even on a baby... I don't have a G9 teen but show you a Tobyn with them, haha ~~
But it'll depend on the teen morph you use. If the vendor didn't provide dedicated FBM for the teen char you use, you need to fix the distortion youself if there's any...
Thank you very much!!
ISO Newfie Dog FigureI'm looking for a big, fluffy Newfoundland dog for a book my cousin wants illustrated. I have Dog 8, but there's no Newfie morph that I could find.
Any help is appreciated.
Hey, adult outfits work for teen characters?Certainly ~~ FBM will be projected on the clothing...even on a baby... I don't have a G9 teen but show you a Tobyn with them, haha ~~
But it'll depend on the teen morph you use. If the vendor didn't provide dedicated FBM for the teen char you use, you need to fix the distortion youself if there's any...
Diomede's Notepad, Sketchpad, and Chilling PadAll awesome options.
...and for simply fixing pokethrough, I either use Mesh Grabber and make a morph for just that session, or I use the trusty Geometry Editior to select and hide the protruding polygons on the figure itself - whichever makes the most sense at the time.
Of course, I'm also a huge fan of Fit Control products, so I'll use that too.
When I auto-fit boots to Rosie, and the fit puts the feet outside the shoe and above it, but I can still get a decent pose, I select a portion of the shins and all of the feet and toenails using the marquee selection in the Geometry Editor, and create a new surface, which I make transparent - and then just save that version of her as a separate scene file within the Base Scene I use for her. Rocks!
Goz deformation's not transferring?So the mesh I'm working on was working fine, meaning I would send it from Daz to zbrush and sculpt on it in zbrush and send it back, get the "update existing object/create morph" and then for some reason it stopped working. It stopped working on all daz models I have, I'll send to zbrush, make an absurd deformation on the mesh for testing purposes, send back to daz and daz will go through the motoions with the message "update existing object/create morph" but when I click it nothing happens. I have no idea what happened, it was working fine before and then just stopped. Any help would be appreciated.
NVM Fugured it out. It's creating morph sliders in the parameters tab, though, still not sure why the deformations quit updating on the mesh live?
Diomede's Notepad, Sketchpad, and Chilling PadDiomede said:
Error Fatality, Error Fatality
I am following along with Jay Versluis's Masterclass. I got an error following Part 37 for using the Hexagon Bridge. Jay sent the G8M George character with shorts and a tshirt through the bridge to Hexagon to fix some poke through. I sent G8F Janet with a dress through the bridge to Hexagon. Used an extreme pose to get some poke through for something to fix. While Hexgon did open, and the Daz figure and clothing item appeared, the running version of Daz Studio gave this fatal error, which I could see while in the Hexagon interface. I know it is not a general bridge error because I had successfully followed Jay's use of the Daz to hexagon bridge errlier in Part 37 for creating a morph for a primitive.
I get that error from time to time - especially if I've had DS open and busily working for long periods without closing it and restarting it.
So my new flow is to close DS after I'm done with an animation (saved), before moving on to the next.
Since the most recent update, DS starts back up again very quickly! I mean... I don't have to wait long before launching it again.
Diomede's Notepad, Sketchpad, and Chilling PadError Fatality, Error Fatality
I am following along with Jay Versluis's Masterclass. I got an error following Part 37 for using the Hexagon Bridge. Jay sent the G8M George character with shorts and a tshirt through the bridge to Hexagon to fix some poke through. I sent G8F Janet with a dress through the bridge to Hexagon. Used an extreme pose to get some poke through for something to fix. While Hexgon did open, and the Daz figure and clothing item appeared, the running version of Daz Studio gave this fatal error, which I could see while in the Hexagon interface. I know it is not a general bridge error because I had successfully followed Jay's use of the Daz to hexagon bridge errlier in Part 37 for creating a morph for a primitive.









