Making clothes for Genesis 2

inspired_designerinspired_designer Posts: 63
edited December 1969 in New Users

I would like to create some customised clothing and shoes for Genesis 2

I tried transfer Utility but I did not get very good results

Maybe I did not do it right and I need some help

Where can I find tutorials that will guide me through the process?

Can someone please give me some points as guideline

Comments

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Hello!

    I use Hexagon to model clothes. And to me there is no difference between Genesis and Genesis 2. How do you model clothes? Which software do you use and what is your workflow?

    I think this is some required information for a better help.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I made some clothes and shoes in blender

    ( but I don't mind using hexagon if it can give better results)

    I imported them on daz as obj

    I now want to pose genesis 2 with the new clothes but they do not follow the pose

    I used transfer utility on the objs but the clothes do not fit right over the genesis figure

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Hm, I do not use Blender, only Hexagon. So I cannot say if Hex or Blender is better. I just know (from other discussions) that Blender is difficult to learn, but has much more options. Hex is easier and simpler and faster to learn.

    I usually do the following steps:

    1. load Gen2 in DAZ Studio. Do not shape or change it in any way. Use the initial figure and pose and export it as .obj file
    2. load this file in Hexagon (in your case Blender) and model the clothes around the Gen2 figure. This way the clothes fit her!
    3. UV map and export the clothes as .obj file
    4. import the cloth in DAZ Studio in addition to your initial Gen2 figure
    5. Now use the Transfer Utility (Source Gen2 - Target your clothes)

    Thus usually works without problems.

  • WilmapWilmap Posts: 2,917
    edited September 2013

    I use Silo to make my free clothes.

    You should always model your clothing over the base shape of the figure. This makes it easier to get them to fit properly.

    Post edited by Wilmap on
  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I tried the steps as you suggested on a pair of shoes

    They fit perfect when modelled against obj but after the Transfer Utility they get deformed and do not fit correctly

    Have you tried the above method on shoes?

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    I have not tried to model shoes yet (I am quite new to modeling) but I cannot imagine that they are different from other clothes.

    Maybe the issue comes from Blender. I dont know, but maybe Blender handles .obj files a bit different than Hexagon. Different export options and parameters maybe.
    But as I said, I have never used Blender, but there are many guys out there who do. I hope they can help you better. Sorry.

  • WilmapWilmap Posts: 2,917
    edited December 1969

    Modelling shoes for Genesis is a lot more difficult than clothing. They may look nice and fit the base figure, but when you add morphs they will go horribly out of shape.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I wonder how other people have managed to fit the shoes correctly

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    Do you have the problem with shoes only? Or also with shirts and skirts and pants and that kind of clothing?

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I tried it on the shoes first and they got messed up

    Now that I tried on the clothes the result is much better

    So I guess the problem lies with the shoes

  • XoechZXoechZ Posts: 1,102
    edited December 1969

    I see. That is strange. Until today I thought that modeling clothes is "just wrap polygons around the figure". No matter if they are wrapped around the chest, hips, arms or feet. I really did not know that shoes are different. Maybe someone can explain why and how to fit them correctly.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I figured it out how to make shoes for genesis 2

    Load Genesis 2
    Import shoe.obj
    Pose the figure foot to fit the shoe

    Genesis 2
    Parameters- general- resolution level - base
    Parameters- general- subdivision level 0
    genesis export fig-gen2.obj

    Edit -figure load morph pro- gen2.obj
    Dial the morph

    tools joint editor ( to show the joints
    right click on the joints- edit-adjust rig to shape

    select the shoe - Assets - Transfer utility
    Source Scene Item: genesis 2
    Source Item shape: morph- fig-gen2
    Target item: shoe
    Item shape: current
    Projection template: footwear
    Show options- content type : follower/accessory/leg/right/foot

    (the shoe might look distorted but that's ok)

    Click on the shoe
    parameters -show hidden properties
    Morphs- dial to zero

    Now you can pose the genesis figure and the shoe will follow the pose

  • jaxprogjaxprog Posts: 312
    edited December 1969

    XoechZ said:
    Hm, I do not use Blender, only Hexagon. So I cannot say if Hex or Blender is better. I just know (from other discussions) that Blender is difficult to learn, but has much more options. Hex is easier and simpler and faster to learn.

    I usually do the following steps:

    1. load Gen2 in DAZ Studio. Do not shape or change it in any way. Use the initial figure and pose and export it as .obj file
    2. load this file in Hexagon (in your case Blender) and model the clothes around the Gen2 figure. This way the clothes fit her!
    3. UV map and export the clothes as .obj file
    4. import the cloth in DAZ Studio in addition to your initial Gen2 figure
    5. Now use the Transfer Utility (Source Gen2 - Target your clothes)

    Thus usually works without problems.


    Hi XoechZ,

    I don't mean to hi-jack the thread, but I have question.

    I have experimented bring Genesis2 Female (G2F) from Daz Studio into zBrush and back to Daz, but I wanted to ask you question in regards to an observation, I have made, if you have seen the same thing.

    When I use GoZ Bridge from Daz to zBrush G2F polycount is about 21K. However when I export her as an obj her polycount increases to about 60K give or take. I was wondering if you see the same kind of behavior using Hexagon as I am seeing using zBrush.

    I ask because... as I understand it, you do not want to bring in G2F back into Daz Studio with higher poly count than what she is when you bridge her to your modeling program, less you break her. ...although such an issue may not be relevant if you all you are doing is making clothes because well... you just making clothes not a morph.

    However I was wondering if poly count is higher exporting her to Hexagon as opposed to bridging her to Hexagon.

    Thanks

  • XoechZXoechZ Posts: 1,102
    edited September 2013

    Hello!

    No problem. I just tested your issue with Hexagon and there are no problems with that. No matter if I use the built in bridge or I export/import as .obj file, the polygon count of G2F is always exactly 21098.

    So it has to be an issue with ZBrush. Or maybe you have some wrong parameters in ZBrush when exporting as .obj

    Post edited by XoechZ on
  • SickleYieldSickleYield Posts: 7,639
    edited December 1969

    jaxprog said:
    XoechZ said:
    Hm, I do not use Blender, only Hexagon. So I cannot say if Hex or Blender is better. I just know (from other discussions) that Blender is difficult to learn, but has much more options. Hex is easier and simpler and faster to learn.

    I usually do the following steps:

    1. load Gen2 in DAZ Studio. Do not shape or change it in any way. Use the initial figure and pose and export it as .obj file
    2. load this file in Hexagon (in your case Blender) and model the clothes around the Gen2 figure. This way the clothes fit her!
    3. UV map and export the clothes as .obj file
    4. import the cloth in DAZ Studio in addition to your initial Gen2 figure
    5. Now use the Transfer Utility (Source Gen2 - Target your clothes)

    Thus usually works without problems.


    Hi XoechZ,

    I don't mean to hi-jack the thread, but I have question.

    I have experimented bring Genesis2 Female (G2F) from Daz Studio into zBrush and back to Daz, but I wanted to ask you question in regards to an observation, I have made, if you have seen the same thing.

    When I use GoZ Bridge from Daz to zBrush G2F polycount is about 21K. However when I export her as an obj her polycount increases to about 60K give or take. I was wondering if you see the same kind of behavior using Hexagon as I am seeing using zBrush.

    I ask because... as I understand it, you do not want to bring in G2F back into Daz Studio with higher poly count than what she is when you bridge her to your modeling program, less you break her. ...although such an issue may not be relevant if you all you are doing is making clothes because well... you just making clothes not a morph.

    However I was wondering if poly count is higher exporting her to Hexagon as opposed to bridging her to Hexagon.

    Thanks

    Make sure you have her set to Base resolution and no subdivision in the Mesh Resolution option in your Parameters before exporting to obj for morph use.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Just tying the posts together as OP's queries also ended up here.

  • Hi i made a pair of gloves but i cant get them to work, anyone have an idea why they dont follow the figure?

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