David 5 Thread

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  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    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

    How is that different from every single other seam in the UVs, which vendors deal with fine?
  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    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

    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.

  • agent unawaresagent unawares Posts: 3,513
    edited December 1969

    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.

  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    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:

    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.

  • agent unawaresagent unawares Posts: 3,513
    edited April 2013

    Actually look past the seams and look at the hip material in both the gens and genesis... they're not to the same scale
    Neither are the face and torso textures; haven't checked torso and limbs but I doubt they are either...

    EDIT: The material being different shouldn't matter for seam matching. Unless someone wants to have exactly the same texture on the hip material with and without gens.

    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.
    Post edited by agent unawares on
  • Male-M3diaMale-M3dia Posts: 3,581
    edited April 2013

    Actually look past the seams and look at the hip material in both the gens and genesis... they're not to the same scale
    Neither are the face and torso textures; haven't checked torso and limbs but I doubt they are either...

    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.



    EDIT: The material being different shouldn't matter for seam matching. Unless someone wants to have exactly the same texture on the hip material with and without gens.

    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.

    Post edited by Male-M3dia on
  • agent unawaresagent unawares Posts: 3,513
    edited April 2013

    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.
    That is seam matching. Also, a geograft becomes part of the Genesis mesh.

    Actually look past the seams and look at the hip material in both the gens and genesis... they're not to the same scale

    Neither are the face and torso textures; haven't checked torso and limbs but I doubt they are either...

    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.

    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.
    Doubt I'll have the time or inclination. I never do skin textures anyway, but maybe a checkerboard test pattern or something if I get really bored.

    Post edited by agent unawares on
  • Serene NightSerene Night Posts: 17,672
    edited December 1969

    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.

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    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.
  • alkenalken Posts: 263
    edited April 2013

    Mixture of D3, D5, & M5. Skin is Jepe's latest Kenny.

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  • SloshSlosh Posts: 2,391
    edited December 1969

    MrPoser said:
    I agree with folks why can't PA artists include the gens textures in their products... I guess if you add some pubic hair to cover seams/sharp texture changes you could find an M5 or M4 gens texture that comes close.

    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!

  • SloshSlosh Posts: 2,391
    edited December 1969

    MrPoser said:
    Here is a Luxrender (via Reality) of David showing the right ear with the normal maps in use. I didn't have a problem with the right ear that slosh had but I did end up with a couple of black hair lines on the forehead ( I thought they were on my monitor at first). I agree with folks why can't PA artists include the gens textures in their products... I guess if you add some pubic hair to cover seams/sharp texture changes you could find an M5 or M4 gens texture that comes close.

    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.

  • RAMWolffRAMWolff Posts: 10,224
    edited December 1969

    alken said:
    Mixture of D3, D5, & M5. Skin is Jepe's latest Kenny.

    Yummy! ;-P

  • mrposermrposer Posts: 1,130
    edited December 1969

    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:)

  • anikadanikad Posts: 1,919
    edited December 1969
  • barbultbarbult Posts: 24,737
    edited December 1969

    anikad said:

    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?
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  • TJohnTJohn Posts: 11,214
    edited December 1969

    barbult said:

    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"?
  • barbultbarbult Posts: 24,737
    edited December 1969

    tjohn said:
    barbult said:

    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"?
    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.
  • LindseyLindsey Posts: 2,001
    edited April 2013

    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.

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    Post edited by Lindsey on
  • SloshSlosh Posts: 2,391
    edited December 1969

    barbult said:

    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.

  • barbultbarbult Posts: 24,737
    edited December 1969

    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?

  • vwranglervwrangler Posts: 4,901
    edited April 2013

    Slosh said:
    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.

    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.)

    Post edited by vwrangler on
  • barbultbarbult Posts: 24,737
    edited April 2013

    vwrangler said:
    Slosh said:
    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.

    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.

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    Post edited by barbult on
  • vwranglervwrangler Posts: 4,901
    edited April 2013

    barbult said:
    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.

    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.

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  • Aqualad07Aqualad07 Posts: 45
    edited April 2013

    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?

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  • nemesis10nemesis10 Posts: 3,488
    edited December 1969

    I was trying a David/Hiro mix here...

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  • SloshSlosh Posts: 2,391
    edited December 1969

    Aqualad07 said:
    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 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.

  • Aqualad07Aqualad07 Posts: 45
    edited December 1969

    Slosh said:
    Aqualad07 said:
    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 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.

  • vwranglervwrangler Posts: 4,901
    edited December 1969

    barbult said:
    ... 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?

    A fix for Neo's teeth was issued today.

    Also, he now has a readme.

  • vwranglervwrangler Posts: 4,901
    edited December 1969

    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.

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