G8F Clothing to G8M

LuminoDiscerLuminoDiscer Posts: 35
edited April 2018 in Daz Studio Discussion

Hi,

I am trying to convert Exoline Undergarments for Genesis 8 Female to fit a Genesis 8 Male figure, simple right? The problem is the clothing geometry is made for females and is shaped for G8Fs breast so when I go and fit it to G8M it compensates for the boobs but not the space in between which results in a very odd looking shirt! (first pic)

I tried using Dforce to see if that would help but because it has more geometry there it just kinda flops not helping at all. (second pic)

So is there a way I can fix this?

Also, the boots are messed up, pointers on fixing that would be appreciated as well. (third pic) 

Thanks!

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Post edited by LuminoDiscer on

Comments

  • agent unawaresagent unawares Posts: 3,513

    You fix this by taking the clothing into a modeling program and sculpting it to fit correctly, then updating the base geometry with your repaired model.

  • Ok thanks, I think I can do that in Blender. How do I do I update the geometry in Daz?

  • agent unawaresagent unawares Posts: 3,513

    Edit>Figure>Geometry>Update Base Geometry

  • So I tried that after editing in Blender and it says the vertex count and stuff are not the same so it won't work. I did not change that (to my knowledge) but I did join the parts to edit the mesh shape in sculpt mode. Could that cause a problem or is it something else?

  • murgatroyd314murgatroyd314 Posts: 1,542

    You need to be sure that you do not, at any point in the process, add, remove, or modify any vertex or connection between vertices. Not even if you reverse the change later. The only thing you can do is move the vertices around. 

  • I loaded the original file that I exported from Daz in a new Blender window and compared them to make sure I didn't change the vert or face count, and they are the same. I know I did not change and then add them back in later. I did, however, earlier change the vert count but I undid that, maybe that caused a problem.

  • agent unawaresagent unawares Posts: 3,513

    I loaded the original file that I exported from Daz in a new Blender window and compared them to make sure I didn't change the vert or face count, and they are the same. I know I did not change and then add them back in later. I did, however, earlier change the vert count but I undid that, maybe that caused a problem.

    Did you export at base resolution?

  • I loaded the original file that I exported from Daz in a new Blender window and compared them to make sure I didn't change the vert or face count, and they are the same. I know I did not change and then add them back in later. I did, however, earlier change the vert count but I undid that, maybe that caused a problem.

    Did you export at base resolution?

    What do you mean?

  • agent unawaresagent unawares Posts: 3,513

    I loaded the original file that I exported from Daz in a new Blender window and compared them to make sure I didn't change the vert or face count, and they are the same. I know I did not change and then add them back in later. I did, however, earlier change the vert count but I undid that, maybe that caused a problem.

    Did you export at base resolution?

    What do you mean?

    Select the clothing and in the parameters tab set the resolution to Base. If you have any other objects in the scene make them invisible before exporting so you only have the clothing geometry.

  • So I tried this again from the start:

    1. open a new scene in Daz
    2. load the shirt
    3. make shirt base res
    4. export as OBJ to Blender
    5. open blender and load the OBJ
    6. delete camera and light
    7. box select shirt
    8. join
    9. go to sculpt mode and sculpt it to make it look like a male shirt
    10. go to object mode then edit and back to object (otherwise object mode won't update)
    11. export as a new OBJ
    12. go back to Das and go to Edit>Figure>Geometry>Update Base Geometry
    13. chose either option
    14. load the new OBJ from Blender
    15. chose from blender in import settings
    16. click accept
    17. get the error message
  • barbultbarbult Posts: 24,767
    edited April 2018

    What settings are You using in Blender for your wavefront obj import and export? These are what I use successfully. Also be sure that you use the same scale settings for both export and import in Daz Studio.

    Blender OBJ Import Settings.JPG
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    Blender OBJ Export Settings.JPG
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    Post edited by barbult on
  • That did not work either.

  • barbultbarbult Posts: 24,767
    What is step 8 join? That may be something that changes the mesh vertex positions, which will break any attempt to bring it back to DS as updated geometry.
  • agent unawaresagent unawares Posts: 3,513
    edited April 2018

    Troubleshoot:

    After you export from DS, try to import the object as base geometry with no actual changes.

    If that works, import the object into Blender, export it with no changes, and try to import it as base geometry.

    This will narrow down whether your trouble is in exporting from DS, in exporting or importing from Blender, or something you are doing while editing.

    Post edited by agent unawares on
  • LuminoDiscerLuminoDiscer Posts: 35
    edited April 2018

    That worked beautifully thank you!! The problem was in importing to Blender. Also with barbult's settings, the mesh was one piece I did not have to join it. 

    Post edited by LuminoDiscer on
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