Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
You have a UV map, right? Just take the .obj into an app - such as Hex or UVmapper - the Classic version is free - make a template of the UV map and in a 2d editor - Photoshop or Gimp (also free) make as many different textures as your heart desires and package them with the .duf asset.
Rigging clothing for Genesis is very simple - I gave a pretty detailed explanation a couple of posts back, on page 1.:)
Thanks
Pen
OK I've rigged the pants and everything seems fine (at the moment)
I now want to parcel this basic set of pants up so that I can install it as a complete package - much the same as if I were to offer it to another person to use.
What exactly do I have to package up - without the genesis character
OBJ, DUF, PNG's etc? I don't want to use the existing positions because they are in my development working folder at the moment.
Thanks everyone for the help.....
i'd post a picture of the results but Daz Studio just crashed rendering 3 figures in a picture... Oh Dear (or words to that effect!)
Hi Pendraia:)
Firstly, I'm no expert at Hex - although I have picked up quite a lot over the years.
In this particular case, as in many such cases where new users are trying to make clothing, they mix the two - import the figure as .obj and send the completed clothing to Studio via the bridge. This causes the proportions to be totally off the map.
Why I personally prefer to use .obj import and export. Firstly, I don't use Genesis for anything because it still doesn't work well in Carrara. I know that there is no problem creating clothing for Genesis via the bridge, if you do your UV mapping in Hex. I don't - much prefer to use UU3d, for which I need an .obj file and this must be done before fitting and rigging. Unless I'm missing something - I don't know Studio all that well - you still need an .obj for making clothing for pre-Genesis figures?
Secondly, I have my mannekins all set up and ready to use, welded, stripped of mats and coloured brightly so I can easily see any poke-through.
Thirdly, I like to keep an .obj file of any keepers I make in Hex, because it is a universal format - in case Hex decides to throw a hissy-fit and not open it again:)
I've only once tried making morphed clothing for Genesis, just as an exercise. Took several attempts, because what fit correctly in Hex didn't fit correctly in Studio - finally got it right, though - then it wouldn't fit in Carrara, so I gave up on it.
@ tdrd - well done - hope to see a final version soon:)
What you'd need to package it up is the .duf, UV template/s, and any textures you've made and maybe a render. The .obj is not necessary, but you can include that for good measure. If you are gong to distribute, include a .txt file showing authorship, any restrictions on use you want to make and any instructions you want to include. Zip all that together and post it on ShareCG or similar.
Thanks for the detailed response...
Getting used to the way that smoothing works is definitely interesting. I've had a few issues with it but mainly with Gen 3 or Gen 4 stuff that I've autofitted and want to create morphs for.Oh dear - how could i forget something as important as the data file ...shouldn't post at 4am:)
The data thing is my favourite bugbear with Studio. I do a lot of experimenting and incremental saving of files - few of which are keepers - but it fills up the data file for each scene, so I then have to go in, find and weed out the data files or my HD would be full in no time!
Call me thick if you like but I'm none the wiser.
I want to put my completed trousers in the content library complete with material and riggind so that I can simply select and apply it to another model without having to rig and attach materials every time.
Can anyone tell me what directories I place what so that I can get everything in the contents Library please.
BTW is there any way I can copy and paste a charater fully clothed to a new one in the same file without having to start from scratch each time?
Oh and for those interested - here's a picture of my first attempt at an item of clothing......
I wish i'd managed to get a bit of bump detail in there for the cloth but it'll do for a first attempt.
If you followed the steps for saving them listed above, they should be there...
I made a folder under People > Genesis > Clothing > mjc to save any clothing items I make. When I go through the saving process, that's where I direct it to save the item to. I made the folder 'outside DS' first, but when I started DS, after I made it, it showed up, but was empty...like it should have been. After that, saving items to it populated it with no problems. I save each item to its own folder (I think that requires a product name in the save dialog...so if you make other material settings or morphs or something and save it with same product name, it will all go to the same place).
As to getting it to show in the 'Smart Content'...that requires making sure you've got metadata for the item. If you save through DS and the CMS running, it should create at least rudimentary metadata (I think). It may be in a 'generic' spot...like 'uncategorized' or something and not under clothing, though.
As to 'bump detail'...play with the strength and the min/max values.
I don't think, other than saving a set up character as a 'scene' you can. Yes, you can save all the settings and materials for the character itself as a preset, but it won't load the clothing or hair that way.
You set up a blank scene, don't worry about lights or poses or anything else. Set up the character, clothe it, put the hair and what not on it. Then save it as a scene. When you want to load it, use the Merge option and it will bring in the fully clothed, ready to pose character (usually at the world center, because that's where it was saved at and is the best place to start from).