We have seen old clothes for past figures for Genesis, so a question arises...

Knight22179Knight22179 Posts: 1,195
edited July 2013 in The Commons

There have been 3rd or 4th generation clothing refitted for Genesis. I have this really cool cowl for M4 but it crumbles terribly when transferred to Genesis. How would I take this cowl in Hexigon 2.5 and fix it where I can make it compatible with Genesis instead? I know there is Sickleyield's Clothing Rig system, but I don't have that nor do I have the money to buy it right now.

So, can someone please help me out?

Post edited by Knight22179 on

Comments

  • KatteyKattey Posts: 2,899
    edited December 1969

    There have been 3rd or 4th generation clothing refitted for Genesis. I have this really cool cowl for M4 but it crumbles terribly when transferred to Genesis. How would I take this cowl in Hexigon 2.5 and fix it where I can make it compatible with Genesis instead? I know there is Sickleyield's Clothing Rig system, but I don't have that nor do I have the money to buy it right now.

    So, can someone please help me out?

    After you fit the clothes to Genesis you can select the hood and use "Send to Hexagon" command from File menu. After you done in Hexagon (I suggest using some Smooth Brush to smooth crumpled mesh), just use File -> Send to DAZ Studio, and it should import into your Hood as a morph.
    You can't add or delete vertices or faces, but adding some edges (if you don't add/delete vertices) might be ok.

    What hood is it?

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    I know this isn't what you are looking for, but if you import it without using autofit and then parent it to michael's head it's usually close enough with a few scaling morphs

  • Knight22179Knight22179 Posts: 1,195
    edited July 2013

    Thanks, Kattey, I'll try that. And it's not a hood, it's a cowl. It's this one. http://www.sharecg.com/v/55042/gallery/11/Poser/Batman-Cowl-for-M4

    Post edited by Knight22179 on
  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    I know this isn't what you are looking for, but if you import it without using autofit and then parent it to michael's head it's usually close enough with a few scaling morphs

    Normally that would work but since the cowl has a neck, that trick won't work.

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    8(

  • JoeQuickJoeQuick Posts: 1,717
    edited July 2013

    I don't think sickle's set would do you any good in this case anyway.

    The best route would just be to refit the obj to genesis in your modeler of choice and then use the transfer utility to rig it. You could also use that as an opportunity to weld the neck and head together and delete the stray polygons that are floating around on the surface of the cowl.

    Short of that, I think you could get real passable results if you just followed these steps

    1) Import the cowls .obj (make sure to select poser scale)
    2) Reposition it
    3) Adjust the X scale so that it covers the ears
    4) Export it back out (make sure to hide genesis so you're not exporting out both), also make sure you're exporting it out daz scale
    5) Delete the cowl
    6) Import your adjusted cowl back in and run the transfer utility.

    Now, because the neck is so loose on the cowl, and also possibly because of the polygon density, it's going to deform all sorts of ways when you pose the figure. Morphs might also do a number on the neck. Both can be handled with smoothing. When I did a test run, I cranked the smoothing way up to fifty.

    With the morphs, you can then bake them with smoothing applied. With the posing, you're either stuck waiting on the smoothing or you can try your luck with the weight maps. A third option, if you're doing a manual refit, is just to make the neck more form fitting.

    If you decide to tackle the weight maps, select the weight map tool, then select the neck of the cowl in the scene tab, and in the tool settings tab, click on y rotation, x rotation or z rotation. The red that shows up on the cowl is the map. An easy way to get headed off in the right direction would be to right click somewhere in the open once you've got the weight map tool selected, go to polygon selection select all, and then do smooth selection for the x, y and z rotations, and repeat this with the head. for your smooth selection settings, you might try 10 iterations at 100%

    If it's any consolation, I don't think Michael Keaton could turn his neck in that costume. Probably why they went with the helmet cowl in the Nolan films.

    Post edited by JoeQuick on
  • EleleElele Posts: 1,097
    edited July 2013

    And as always save, save, save :D
    It's easy to forget saving your work when working between different programs. Nothing more frustrating than figuring out at the end that you took a left somewhere, when you should have gone right...

    Post edited by Elele on
  • PendraiaPendraia Posts: 3,598
    edited December 1969

    Couple of questions...what are you using as a template?

    And what settings are you using once you have it converted?

    I would suggest trying Bodysuit and/or hair to start off with.

    Once you have autofitted add a smoothing modifier. Change the smoothing to generic and change the weight to .75

    Weight will only show up if you have show hidden ticked.

    If that doesn't fix it do as Kattey suggested and send it to Hexagon. Then it's a case of carefully moving things around until it's the right shape.

  • KatteyKattey Posts: 2,899
    edited July 2013

    I did some quick refit for the cowl and met following problems:
    - Even when cowl conforms to default Genesis well (see picture 1), when I apply M4 iconic shape (picture 2), eyebrows deform. It can be fixed in Hexagon with smooth brush and made into M4 proper morph but autofollowing might give some problems.
    - I had to fix weightmaps a bit. Tops of pointy ears and brows/cheekbones, had to be filled 100% to follow properly but this was rather simple fix.
    - The bend of neck is slightly off. Some weight correction probably will help it too.
    - To preserve original morphs from cowl some extra steps will be needed.

    Most of those problems can be fixed with Hexagon smooth brush (and made into morph) or DS weightmapping brush (and saved into model).

    To do a initial refit I followed JoeQuick's method (scale, reposition, slight correction of the cowl, using transfer utility with default Genesis; it is possible to use Reverse Shape refit if you have M4 Iconic shape for Genesis without those steps but results are somewhat worse).

    BatmanCowl_M4.jpg
    1094 x 928 - 133K
    BatmanCowl.jpg
    1094 x 928 - 142K
    Post edited by Kattey on
  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    Joequick said:
    I don't think sickle's set would do you any good in this case anyway.

    The best route would just be to refit the obj to genesis in your modeler of choice and then use the transfer utility to rig it. You could also use that as an opportunity to weld the neck and head together and delete the stray polygons that are floating around on the surface of the cowl.

    Short of that, I think you could get real passable results if you just followed these steps

    1) Import the cowls .obj (make sure to select poser scale)
    2) Reposition it
    3) Adjust the X scale so that it covers the ears
    4) Export it back out (make sure to hide genesis so you're not exporting out both), also make sure you're exporting it out daz scale
    5) Delete the cowl
    6) Import your adjusted cowl back in and run the transfer utility.

    Now, because the neck is so loose on the cowl, and also possibly because of the polygon density, it's going to deform all sorts of ways when you pose the figure. Morphs might also do a number on the neck. Both can be handled with smoothing. When I did a test run, I cranked the smoothing way up to fifty.

    With the morphs, you can then bake them with smoothing applied. With the posing, you're either stuck waiting on the smoothing or you can try your luck with the weight maps. A third option, if you're doing a manual refit, is just to make the neck more form fitting.

    If you decide to tackle the weight maps, select the weight map tool, then select the neck of the cowl in the scene tab, and in the tool settings tab, click on y rotation, x rotation or z rotation. The red that shows up on the cowl is the map. An easy way to get headed off in the right direction would be to right click somewhere in the open once you've got the weight map tool selected, go to polygon selection select all, and then do smooth selection for the x, y and z rotations, and repeat this with the head. for your smooth selection settings, you might try 10 iterations at 100%

    If it's any consolation, I don't think Michael Keaton could turn his neck in that costume. Probably why they went with the helmet cowl in the Nolan films.

    Thanks, Joe! I'll try out your advice. I appreciate it. ;)

  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    Pendraia said:
    Couple of questions...what are you using as a template?

    And what settings are you using once you have it converted?

    I would suggest trying Bodysuit and/or hair to start off with.

    Once you have autofitted add a smoothing modifier. Change the smoothing to generic and change the weight to .75

    Weight will only show up if you have show hidden ticked.

    If that doesn't fix it do as Kattey suggested and send it to Hexagon. Then it's a case of carefully moving things around until it's the right shape.

    Not sure what you mean by your first two questions. Thanks for the advice. :)

  • Knight22179Knight22179 Posts: 1,195
    edited July 2013

    Kattey said:
    I did some quick refit for the cowl and met following problems:
    - Even when cowl conforms to default Genesis well (see picture 1), when I apply M4 iconic shape (picture 2), eyebrows deform. It can be fixed in Hexagon with smooth brush and made into M4 proper morph but autofollowing might give some problems.
    - I had to fix weightmaps a bit. Tops of pointy ears and brows/cheekbones, had to be filled 100% to follow properly but this was rather simple fix.
    - The bend of neck is slightly off. Some weight correction probably will help it too.
    - To preserve original morphs from cowl some extra steps will be needed.

    Most of those problems can be fixed with Hexagon smooth brush (and made into morph) or DS weightmapping brush (and saved into model).

    To do a initial refit I followed JoeQuick's method (scale, reposition, slight correction of the cowl, using transfer utility with default Genesis; it is possible to use Reverse Shape refit if you have M4 Iconic shape for Genesis without those steps but results are somewhat worse).

    Sooo, the morphs from the cowl will be destroyed if I follow any of Joe's and your advice? So not good, I want to keep them. How would I do that?

    And nice comparison renders, the one on the left is what I'm going for. :)

    Post edited by Knight22179 on
  • KatteyKattey Posts: 2,899
    edited December 1969

    Sooo, the morphs from the cowl will be destroyed if I follow any of Joe's and your advice? So not good, I want to keep them. How would I do that?
    When you follow JoeQuick's method and scale/reposition the initial cowl to be later exported to obj and refit to Genesis, you can use this repositioned cowl (which has all morphs of initial M4 version because it is initial M4 version). You just dial each morph 100% on scaled/repositioned M4 cowl, export it as obj and import it back into Genesis version with morph loader pro (morph loader advanced might work too).

    And nice comparison renders, the one on the left is what I'm going for. :)


    First render is default Genesis, second is Genesis with M4 iconic shape added. If you don't need M4 shape and only default Genesis, it works pretty well as it is, as soon as you weightpaint tops of pointy batears and some cheekbones.
  • Knight22179Knight22179 Posts: 1,195
    edited July 2013

    Kattey said:
    Sooo, the morphs from the cowl will be destroyed if I follow any of Joe's and your advice? So not good, I want to keep them. How would I do that?
    When you follow JoeQuick's method and scale/reposition the initial cowl to be later exported to obj and refit to Genesis, you can use this repositioned cowl (which has all morphs of initial M4 version because it is initial M4 version). You just dial each morph 100% on scaled/repositioned M4 cowl, export it as obj and import it back into Genesis version with morph loader pro (morph loader advanced might work too).

    Alright, thank you. :)

    And nice comparison renders, the one on the left is what I'm going for. :)
    First render is default Genesis, second is Genesis with M4 iconic shape added. If you don't need M4 shape and only default Genesis, it works pretty well as it is, as soon as you weightpaint tops of pointy batears and some cheekbones.

    Eeep, nevermind. *LOL* I want the cowl to have the M4 Iconic shape, but looking good as it does in the left image you posted on him.

    Thanks again for all the advice (and I will definitely SAVE, SAVE, SAVE). If I run into any problems, I'll post them here.

    Post edited by Knight22179 on
  • KatteyKattey Posts: 2,899
    edited July 2013

    Kattey said:
    Sooo, the morphs from the cowl will be destroyed if I follow any of Joe's and your advice? So not good, I want to keep them. How would I do that?
    When you follow JoeQuick's method and scale/reposition the initial cowl to be later exported to obj and refit to Genesis, you can use this repositioned cowl (which has all morphs of initial M4 version because it is initial M4 version). You just dial each morph 100% on scaled/repositioned M4 cowl, export it as obj and import it back into Genesis version with morph loader pro (morph loader advanced might work too).

    Alright, thank you. :)


    Hope it was useful. If anything isn't clear I'll try to explain better :)

    Eeep, nevermind. *LOL* I want the cowl to have the M4 Iconic shape, but looking good as it does in the left image you posted on him.
    It is possible to make a smoother morph for M4 shape - when you made Genesis version refit, dial M4 iconic shape, take the deformed M4-morph cowl into Hexagon and use smooth brush to make it pretty. After you done, send the smooth cowl version back to Studio and if everything was done correctly, DS will let you save it as a morph with inner name FBMMichael4. Later save this morph for your cowl in DS as Save As ...-> ... Morph Assets (mind the folder, it might save it to Genesis folder, not cowl folder). From what I know, it will use smoother M4 version of cowl automatically in this case when you dial M4 Iconic shape.

    Post edited by Kattey on
  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    Kattey said:
    Kattey said:
    Sooo, the morphs from the cowl will be destroyed if I follow any of Joe's and your advice? So not good, I want to keep them. How would I do that?
    When you follow JoeQuick's method and scale/reposition the initial cowl to be later exported to obj and refit to Genesis, you can use this repositioned cowl (which has all morphs of initial M4 version because it is initial M4 version). You just dial each morph 100% on scaled/repositioned M4 cowl, export it as obj and import it back into Genesis version with morph loader pro (morph loader advanced might work too).

    Alright, thank you. :)


    Hope it was useful. If anything isn't clear I'll try to explain better :)

    Eeep, nevermind. *LOL* I want the cowl to have the M4 Iconic shape, but looking good as it does in the left image you posted on him.
    It is possible to make a smoother morph for M4 shape - when you made Genesis version refit, dial M4 iconic shape, take the deformed M4-morph cowl into Hexagon and use smooth brush to make it pretty. After you done, send the smooth cowl version back to Studio and if everything was done correctly, DS will let you save it as a morph with inner name FBMMichael4. Later save this morph for your cowl in DS as Save As ...-> ... Morph Assets (mind the folder, it might save it to Genesis folder, not cowl folder). From what I know, it will use smoother M4 version of cowl automatically in this case when you dial M4 Iconic shape.

    Thanks, Kattey! :)

  • PendraiaPendraia Posts: 3,598
    edited December 1969

    Pendraia said:
    Couple of questions...what are you using as a template?

    And what settings are you using once you have it converted?

    I would suggest trying Bodysuit and/or hair to start off with.

    Once you have autofitted add a smoothing modifier. Change the smoothing to generic and change the weight to .75

    Weight will only show up if you have show hidden ticked.

    If that doesn't fix it do as Kattey suggested and send it to Hexagon. Then it's a case of carefully moving things around until it's the right shape.

    Not sure what you mean by your first two questions. Thanks for the advice. :)

    Sorry...template is projection template you use when autofitting. E.g. dress, shirt etc...
    Settings are for a smoothing modifier. Even if you don't have smoothing on very high just changing it from follow shape to generic and increasing the weight slider from .5 to .75 will help smooth out the bumps that sometimes occur. Playing with the other settings can also help.

    I should have mentioned that if I send it to Hexagon I normally remove the smoothing modifier first.

    Pity about the eyebrows but otherwise it's looking good.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Joequick said:
    I don't think sickle's set would do you any good in this case anyway.

    I understand the OP not having money, but actually, SRMS works well. The bodysuit and dress both cover the entire head of the figure, so when used in conjunction with the M4 morph or clone, excellent results are possible with hats and cowls.

    Shown on Michael 5 and using this free earless morph, since the original item has no clip fixits.

    SRMSBatCowl.jpg
    480 x 480 - 88K
  • PendraiaPendraia Posts: 3,598
    edited December 1969

    Joequick said:
    I don't think sickle's set would do you any good in this case anyway.

    I understand the OP not having money, but actually, SRMS works well. The bodysuit and dress both cover the entire head of the figure, so when used in conjunction with the M4 morph or clone, excellent results are possible with hats and cowls.

    Shown on Michael 5 and using this free earless morph, since the original item has no clip fixits.

    Thanks Sickleyield...your product is one of the best investments I made.

    I don't think people really understand how important the right template is for using autofit and making sure that you do play with the smoothing modifier and it's settings.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Pendraia said:
    Joequick said:
    I don't think sickle's set would do you any good in this case anyway.

    I understand the OP not having money, but actually, SRMS works well. The bodysuit and dress both cover the entire head of the figure, so when used in conjunction with the M4 morph or clone, excellent results are possible with hats and cowls.

    Shown on Michael 5 and using this free earless morph, since the original item has no clip fixits.

    Thanks Sickleyield...your product is one of the best investments I made.

    I don't think people really understand how important the right template is for using autofit and making sure that you do play with the smoothing modifier and it's settings.

    Thank you!

    And yes! Lately I've been experimenting with changing the smoothing type when irregularities show up on conversions. I didn't even notice that option until this week. :D

  • PendraiaPendraia Posts: 3,598
    edited July 2013

    Pendraia said:
    Joequick said:
    I don't think sickle's set would do you any good in this case anyway.

    I understand the OP not having money, but actually, SRMS works well. The bodysuit and dress both cover the entire head of the figure, so when used in conjunction with the M4 morph or clone, excellent results are possible with hats and cowls.

    Shown on Michael 5 and using this free earless morph, since the original item has no clip fixits.

    Thanks Sickleyield...your product is one of the best investments I made.

    I don't think people really understand how important the right template is for using autofit and making sure that you do play with the smoothing modifier and it's settings.

    Thank you!

    And yes! Lately I've been experimenting with changing the smoothing type when irregularities show up on conversions. I didn't even notice that option until this week. :D

    I've been playing with that for a while. Changing to generic when doing shoes helps sort out those little bumps that you get when you use the follow the figure. It's trying to do the toes...; )

    I also find playing with the weight option helps if you change it to .75. I think of it as making the fabric thicker so it has less bumps also.

    Still haven't worked out the second weight and the lock distance sliders though. I'm not sure what they do...

    edited as I wrote have instead of haven't

    Post edited by Pendraia on
  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    Pendraia said:
    Pendraia said:
    Couple of questions...what are you using as a template?

    And what settings are you using once you have it converted?

    I would suggest trying Bodysuit and/or hair to start off with.

    Once you have autofitted add a smoothing modifier. Change the smoothing to generic and change the weight to .75

    Weight will only show up if you have show hidden ticked.

    If that doesn't fix it do as Kattey suggested and send it to Hexagon. Then it's a case of carefully moving things around until it's the right shape.

    Not sure what you mean by your first two questions. Thanks for the advice. :)

    Sorry...template is projection template you use when autofitting. E.g. dress, shirt etc...
    Settings are for a smoothing modifier. Even if you don't have smoothing on very high just changing it from follow shape to generic and increasing the weight slider from .5 to .75 will help smooth out the bumps that sometimes occur. Playing with the other settings can also help.

    I should have mentioned that if I send it to Hexagon I normally remove the smoothing modifier first.

    Pity about the eyebrows but otherwise it's looking good.

    Oooh, ok. Thanks for this advice! :)

  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    Joequick said:
    I don't think sickle's set would do you any good in this case anyway.

    I understand the OP not having money, but actually, SRMS works well. The bodysuit and dress both cover the entire head of the figure, so when used in conjunction with the M4 morph or clone, excellent results are possible with hats and cowls.

    Shown on Michael 5 and using this free earless morph, since the original item has no clip fixits.

    Oooo, that DOES look good. I still see some problem areas, but nothing that a little post work can't fix. Thanks for posting this SickleYield! :)

    Would you be willing to perhaps post a few more renders of this please from more than one angle? Pretty please? ;)

    I may not have money right now, but I will have it in about 2 weeks. This is one of the things I'm going to put at the top of my priority list of things to buy. :)

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Sure, here you go. Converted with SRMS bodysuit template, saved to library, and reloaded and used with the same earless morphs on Michael 5. Nose point and chin-gapping are worst with the bulkiest morphs (for e.g. Freak 5).

    Smoothing:Type: generic, iterations: 10
    Collision: with Genesis, iterations: 6

    BatCowlDemo4.jpg
    480 x 480 - 72K
    BatCowlDemo3.jpg
    488 x 480 - 86K
    BatCowlDemo2.jpg
    483 x 476 - 85K
    BatCowlDemo1.jpg
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  • Knight22179Knight22179 Posts: 1,195
    edited July 2013

    Thanks, SickleYield! That is definitely an improvement than what I got. Especially the eyes.

    Hmmm, I'll have to definitely play around with the settings once I buy your product, see if I can avoid that chin gap and the nose problem. :) In the meantime, I have Hexigon and I'll try the advice already given, see what results I get. :)

    Post edited by Knight22179 on
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Thanks, SickleYield! That is definitely an improvement than what I got. Especially the eyes.

    Hmmm, I'll have to definitely play around with the settings once I buy your product, see if I can avoid that chin gap and the nose problem. :) In the meantime, I have Hexigon and I'll try the advice already given, see what results I get. :)

    Let me know if I can help when you get to that point! There's a long ongoing thread, or you can PM me here or on deviantart. One thing I didn't try that might work is setting M4 to 100% in Genesis and using "current' instead of clone:michael4. Occasionally (for reasons I do not fully understand) the "current" morph setting gives better results with V4m4 conversions vs. the clone setting.

  • Knight22179Knight22179 Posts: 1,195
    edited December 1969

    Thanks, SickleYield! That is definitely an improvement than what I got. Especially the eyes.

    Hmmm, I'll have to definitely play around with the settings once I buy your product, see if I can avoid that chin gap and the nose problem. :) In the meantime, I have Hexigon and I'll try the advice already given, see what results I get. :)

    Let me know if I can help when you get to that point! There's a long ongoing thread, or you can PM me here or on deviantart. One thing I didn't try that might work is setting M4 to 100% in Genesis and using "current' instead of clone:michael4. Occasionally (for reasons I do not fully understand) the "current" morph setting gives better results with V4m4 conversions vs. the clone setting.

    Since I'm going to dial Genesis into M4 morphs anyways, I'll try that. ;)

  • ben98120000ben98120000 Posts: 469
    edited July 2013

    1. Load genesis and mask
    2. select mask and pick "fit to" genesis option from parameters tab. Fit to options - figure: unsupported, type of item: none
    3. after fitting is done, select mask and unfit it from genesis (fit to: none)
    4. select genesis and increase its scale to 103% in parameters tab
    5. select genesis head in scene tab and reduce X scale of the head to 97.6% in parameters tab
    6. Run transfer utility (settings for that are on picture 2)

    You should end up with something like picture 1, mask fitted to genesis and than you can reduce genesis size to 100%

    If you reduce opacity strength of genesis skinhead surface in surface tab to 0, ear will be invisible. But if you apply smoothing modifier to the mask (which should come handy), smoothing will try to compensate for the ear, making a bump on mask surface. To compensate for that you can increase X scale of the mask to 102.5, 103 %

    bat_test.jpg
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    Clip_2.jpg
    493 x 628 - 119K
    Post edited by ben98120000 on
  • PendraiaPendraia Posts: 3,598
    edited December 1969

    1. Load genesis and mask
    2. select mask and pick "fit to" genesis option from parameters tab. Fit to options - figure: unsupported, type of item: none
    3. after fitting is done, select mask and unfit it from genesis (fit to: none)
    4. select genesis and increase its scale to 103% in parameters tab
    5. select genesis head in scene tab and reduce X scale of the head to 97.6% in parameters tab
    6. Run transfer utility (settings for that are on picture 2)

    You should end up with something like picture 1, mask fitted to genesis and than you can reduce genesis size to 100%

    If you reduce opacity strength of genesis skinhead surface in surface tab to 0, ear will be invisible. But if you apply smoothing modifier to the mask (which should come handy), smoothing will try to compensate for the ear, making a bump on mask surface. To compensate for that you can increase X scale of the mask to 102.5, 103 %

    Very clever use of the content creation tools....I wouldn't have thought using figure unsupported would give such good results.

    Off to experiment with it.

  • Knight22179Knight22179 Posts: 1,195
    edited July 2013

    1. Load genesis and mask
    2. select mask and pick "fit to" genesis option from parameters tab. Fit to options - figure: unsupported, type of item: none
    3. after fitting is done, select mask and unfit it from genesis (fit to: none)
    4. select genesis and increase its scale to 103% in parameters tab
    5. select genesis head in scene tab and reduce X scale of the head to 97.6% in parameters tab
    6. Run transfer utility (settings for that are on picture 2)

    You should end up with something like picture 1, mask fitted to genesis and than you can reduce genesis size to 100%

    If you reduce opacity strength of genesis skinhead surface in surface tab to 0, ear will be invisible. But if you apply smoothing modifier to the mask (which should come handy), smoothing will try to compensate for the ear, making a bump on mask surface. To compensate for that you can increase X scale of the mask to 102.5, 103 %

    WOW! Thank you so much for the settings and giving me a step by step process! I'll try this out and experiment, see what results I get with an already morphed Genesis, if I incounter any problems, I'll let you know. :D

    Post edited by Knight22179 on
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