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How is that different from every single other seam in the UVs, which vendors deal with fine?
How is that different from every single other seam in the UVs, which vendors deal with fine?
You're not understanding what I'm talking about. We're talking about geografting two different meshes with potentially different uvs and resolutions/mesh flows. If something very difficult to do in photoshop and have that texture work across two different meshes. You'd have to look at the UVs for both the gens and the Genesis UV you're texturing for to see how it's not easy to line both up.. it's a lot easier to do with a tool that can project the texture on both the gens and genesis at the same time.
Hmm, no , I see what you're talking about now. But isn't there as much discontinuity where the torso meets the limbs or the face meets the torso as where the gens meet the torso? Of course it's simpler to do with Z-Brush, 3D-Coat, but I still don't see how it isn't a similar if not identical problem to the seam lines on an arm, or between the torso and limbs texture maps, for example.
Yes, I've looked at them. The seams between the gens and the torso look a lot closer to an out-of-the-box match than the seams between the arms and the torso, by a long shot. The rest of it must be a PITA to do in 2D from scratch though. :lol:
Unless the problem is that there aren't any merchant resources with gens yet, and a lot of character creators just rely on those for seams in general.
Actually look past the seams and look at the hip material in both the gens and genesis... they're not to the same scale, hence the need for a projection tool. when I speak of projecting across uv seams because if you use a project tool, it will put the texture on both mesh items at the proper scale, doing a lot of trial and error resizing then fixing seams... This also allows you to set genesis to any uv (such as M4 or D5) and still use the gens with them.
Of course it will be simpler. Incredibly so. I was surprised to hear people were working any other way. But it's simpler for all the other seams as well, which merchants are somehow working with now. Seams are clearly not the only limiting factor here. I suspect it really is the lack of a gens merchant resource.
Umm, you're texturing the same figure, so it wouldn't matter. But we're talking about texturing a new piece of mesh that's replacing geometry that has different scale.. so now it does matter.
We are NOT talking about seam matching. We're talking about texturing two different pieces of mesh so that that the seem like one mesh.
As much as I would like to go round and round with you while you're not really getting it, just trust me and know that I'm telling you why texturing geografted items are a bit more difficult and why some vendors aren't doing it. If you feel that should be so easy, by all means texture some gens to a genesis texture with photoshop then maybe you'll understand.
I gotta get back to what I'm doing.
Umm, you're texturing the same figure, so it wouldn't matter. But we're talking about texturing a new piece of mesh that's replacing geometry that has different scale.. so now it does matter.
No, because it's a part of the Genesis mesh. It's not a whole "new" mesh any more than the head is.
The presence of toast is not a selling point for me since I do not do nude renders.
What I do want though, is that the skins be useable on other gen5 characters.
That shouldn't be a problem in D|S itself (might be in Poser or Carrara). The script that loads the texture files onto the figure should also set the UV map — as long as you have that figure installed, then its UV map will also be available for the Genesis figure to use, so the texture will fit without visible gaps or seams. This applies in general to any UV map not included in the base Genesis figure.
Mixture of D3, D5, & M5. Skin is Jepe's latest Kenny.
I think the big change comes from the how you texture them which is different from gen4... with geografting, you really need a tool that can projection paint textures across seams, which the cheapest would be in the upcoming new version of 3D coat (currently in beta)... and that's about $350. Otherwise you're dropping $700 for zbrush or over $1000 for C4D. Which is pretty steep from being able to texture the gens separately in photoshop.. not everyone has that much money to spend just to texture a penis.
(There's another program that's available, but really that's on its last legs and is very temperamental in the newer OS's)
Benjamin for M5 didn't come with toast textures, so here is what I did (and it works flawlessly). I have Photoshop, but I imagine this could be done in Gimp as well. Might need a gimper to translate what I am about to describe.
The James for M5 came with toast textures and has no pubic hair, so this worked well using his toast. In PS, open both James' Gens texture and Benjamin's Torso texture (obviously, substitute your choses characters here). It helps that both of my textures were done by Raiya, but it's not crucial. I have done this with others as well. BTW, you can do this with M4 Torso textures, too. Just make sure the Gens map you choose does not have hair and such that doesn't match up well with your M4 texture.
Anyway, back to the tutorial. With both files open, but the Genital texture active, go to Image:Adjustment:Match Colorl. A widow will pop-up showing Genitals.jpg (or whatever your texture is called) as the Target Image. In the lower portion of the window there is a dropdown called Source. From this dropdown, choose the Torso.jpg texture. Click OK. You now have a new gens texture that matches the skin tones of your chosen torso texture. They blend in very well in DS. Won't be perfect because they are from different texture sets, but it will be barely noticeable.
Don't forget to match your Genesis Male Genitalia:hip material settings (ie, diffuse, specular, etc) to match your Genesis:Hip material settings. Also, the bump map that comes with your original toast material will work with the new one, too!
Cool render, MrPoser. What's up with the eyes, though? Doesn't seem to be any transparency on the corneas, or is it just a very dark eye color?
As for the cotton ear problem, it only happens with David 5 texture. I do have the normal maps activated, although I don't really know what they are doing since I haven't tried a render without them. When I use other D5 textures, such as Sean, I don't get the problem. Oh well, I will figure it out eventually. It's not really nagging at me right now.
Yummy! ;-P
Thanks Slosh... actually that is David 5 skin... just added some of the M5 tattoos from the M5 tattoo kit... some fit and some were a little off because of the different UVs. Yea I also noticed the eyes were too dark... if you look real close you can see some translucence.... Reality translated the cornea to lux glass material and the rest of the eye to glossy... I didn't change any translated materials in this render but the softbox light is directly on the eye maybe that makes it darker and it is the dark brown eye material. Thanks for the gens tip... I will play with that for the guys lacking the toast:)
HU for PC Members: http://www.daz3d.com/forums/discussion/21116/
Thanks, I bought the starter bundle. But, I have a problem with Neo. His teeth are pink. Applying his skin material sets the UV for the mouth and eye surfaces to The Kids 4. If I set the UV back to David 5, the teeth are white like they should be. I wrote a bug report, because it is 100% repeatable for me (DS 4.5.1.56, Windows 7 64 bit). Do other people see that problem?
Thanks, I bought the starter bundle. But, I have a problem with Neo. His teeth are pink. Applying his skin material sets the UV for the mouth and eye surfaces to The Kids 4. If I set the UV back to David 5, the teeth are white like they should be. I wrote a bug report, because it is 100% repeatable for me (DS 4.5.1.56, Windows 7 64 bit). Do other people see that problem?
Has "bleeding gums"?
Has "bleeding gums"?
Oh right! It's not a bug, it's a feature! He just got punched in the mouth and is bleeding. Good for fight scenes.
I checked the Skin.duf file and there are references to the K4 UV set in the mouth parts. The other two head material presets don't have this problem. If you don't want to wait for the official DAZ update, a quick fix is to load Skin.duf in a text editor and perform the search and replace shown in the image. I tried to post the image text, but the forum software converted the "percent twenty" to spaces.
Thanks, I bought the starter bundle. But, I have a problem with Neo. His teeth are pink. Applying his skin material sets the UV for the mouth and eye surfaces to The Kids 4. If I set the UV back to David 5, the teeth are white like they should be. I wrote a bug report, because it is 100% repeatable for me (DS 4.5.1.56, Windows 7 64 bit). Do other people see that problem?
Just reported same/similar issue regarding Dean and Sean. Their mouths, eyes, and tears are all set for K4 UVs. Changing the mouth to D5 fixes that, but make sure you leave the cornea, iris, lacrimal, pupil, sclera and tear set to K4 (or M4) or nothing lines up properly. I hadn't tried Neo yet, or Gunner. Thanks for letting me know about Neo. Sounds like they recycled some older eye and mouth textures and forgot to convert them to the new UVs.
I have Dean, too, but haven't tried any open mouths yet, so I didn't notice. Thanks for reporting the problems you found, Slosh. Makes you wonder whether QA ever looks a DAZ model in the mouth. Remember the teen teeth debacle?
Gunner, at least, is fine; David5 textures on all mouth and eye surfaces. And, yes, same issue with K4 textures for the other guys.
Even checked the default D5 texture, just to see. They're all fine, UV-wise. Weird thing about that is that the eye and mouth textures for D5 Default are all Ubersurface, and the rest of him is Studio Default. Wonder why? (Also an oddly gray and dry looking texture, both in the workspace window and on Render in 3Delight.)
Gunner, at least, is fine; David5 textures on all mouth and eye surfaces. And, yes, same issue with K4 textures for the other guys.
Even checked the default D5 texture, just to see. They're all fine, UV-wise. Weird thing about that is that the eye and mouth textures for D5 Default are all Ubersurface, and the rest of him is Studio Default. Wonder why? (Also an oddly gray and dry looking texture, both in the workspace window and on Render in 3Delight.)
That is strange. The default David 5 loads with all surfaces omUberSurface for me, except Tear which is DAZ Studio Default. He doesn't look gray or dry to me either.
Edited to add head shot. I'm just using UE2, one distant light and a specular only spot.
Ah, OK. Turns out that if you use either the "David5 Normal Map OFF" or "David5 Normal Map ON" preset, it flips him out of UberSurface into Daz Studio Default. I wonder if that was meant to happen? (The "David5 All" preset maintains omUberSurface for the whole texture.)
As you can see below, the difference between the David5 All texture with Ubersurface (the default also has Normal Map ON, although it doesn't say so) and Normal Map ON/OFF with Daz Studio Default is HUGE. Which really does make me think that the Normal Map presets probably aren't supposed to throw him into DS Default the way they do.
I purchased David 5 and Sean for David 5 yesterday. Here is a render of my first use of D5, I set his Head A at 0.55 and used Sean materials, then used a few other morphs/poses on his body. The setting/room is Ancient Prophecies and he is wearing the Bad Guy for Genesis outfit with the Cesar Hair (all 3 available through Daz) I am using the Uber Environment with bounce lighting and a spotlight with an off tan color at 80%. The texture weave in the bad guy tshirt is from The Fabricator, also available from Daz ( I placed it with UV settings both at 32.00. The character, clothing and some of the background have had the uber surface shader applied to them as well. His hips are a bit wide and I would like to make them a bit narrower but when I use the assorted morphs I currently have, it distorts his upper thighs too much. Any ideas?
I was trying a David/Hiro mix here...
I think it looks great, and I don't see anything wrong with his hips. If they were narrower, I don't think he would look right.
I think it looks great, and I don't see anything wrong with his hips. If they were narrower, I don't think he would look right.
Thanks. I tried a few other things this afternoon and you are right, it doesn't look good or natural. I don't have hiro 5 but i do have hiro 4 available through the gen x and when i apply the thinner torso 1,2 or 3...things do not go well...or look good haha.
A fix for Neo's teeth was issued today.
Also, he now has a readme.
David 5 got another update today. For what, I don't know; his reamde file says nothing beyond the last update to add his icon to the sliders.