G2F bot armor

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Comments

  • Richard HaseltineRichard Haseltine Posts: 102,783
    edited December 1969

    Thread trimmed to remove the hissing and snarling - if you are unhappy with a reply, report it don't reciprocate.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Mr Leong said:
    Zev0 said:
    It can. It follows the figures shape. So if the figure has moobs, then the armor will have moobs. If the figure shape has a flat chest, it will have a flat chest. Either way, if you have the body morphs for the figure you can change the appearance in the chest area. The armor will follow what is on the base shape:)

    Thanks Zev0. That's certainly logical.

    Since G2M and G2F are different models and weren't made to be used interchangeably like Genesis, it just seems natural to assume some distortions would appear when applying a G2F product on G2M.

    They're pretty interchangeable for separate figures. Having the same vertex/face order is significant in that regard.

  • Zev0Zev0 Posts: 7,098
    edited January 2014

    As confirmed it is the figure shape that causes issues. Here is the bot armor on default M6 shape. As you can see the chest area mimics his shape accurately so as far as I can tell there are no issues. So any irregularities are coming from the source shape, and not the armor. EG if the male shape has a huge chest, the armor will mimic that shape. If it has a normal chest, it will mimic that as well.

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    Post edited by Zev0 on
  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    Mr Leong said:
    Zev0 said:
    It can. It follows the figures shape. So if the figure has moobs, then the armor will have moobs. If the figure shape has a flat chest, it will have a flat chest. Either way, if you have the body morphs for the figure you can change the appearance in the chest area. The armor will follow what is on the base shape:)

    Thanks Zev0. That's certainly logical.

    Since G2M and G2F are different models and weren't made to be used interchangeably like Genesis, it just seems natural to assume some distortions would appear when applying a G2F product on G2M.

    They're pretty interchangeable for separate figures. Having the same vertex/face order is significant in that regard.

    Same shape, added all chest materials to remove illusion of "manboobs". Then added modification to male-ify torso graft, spandex morph.

    BotBack.jpg
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    BotFront.jpg
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  • Serene NightSerene Night Posts: 17,677
    edited December 1969

    Wow. That is awesome Male-3dia. I have to say it looks great, and the posterior looks great with that spandex morph... Is that a product you'll include in one of your future releases? I could sure use that! =-)

  • Male-M3diaMale-M3dia Posts: 3,581
    edited January 2014

    Wow. That is awesome Male-3dia. I have to say it looks great, and the posterior looks great with that spandex morph... Is that a product you'll include in one of your future releases? I could sure use that! =-)

    S__N.

    (Spandex will be an update. I like to make sure my stuff is properly tested before releasing it.)

    Post edited by Male-M3dia on
  • CoolBreezeCoolBreeze Posts: 207
    edited January 2014

    Nice! And I was hoping the armor set could be used on G2 M ... Failing that, hoping a G2 M set would be released.
    Just picked up the bundle, and gave me an excuse to play around in Daz Studio (waiting for Carrara 8.5 to better support G2) ...

    Quick question - if you load a Geo-Grafted part, then later decide to remove it (ok, I was toying around at the start and even loaded in the G2F gens lol - looks ok actually with the set to be honest, just having had to copy over the material shaders) , but at some point later if I wanted to revert the figure to normal and remove said Geo-grafted parts - including the Gun Arm , is there a way to do that? Or would I have to rebuild the character from scratch? (or somehow save the morphs i dialed in) ?

    Also, anyone else have any issues with the lower left rear calf on the armor? Mines coming up with some artifacts... I'm loving how the render came out otherwise, probably the best render I've ever done in Daz Studio to date which has been far and few in between...

    :edit: Oops, I guess I ended up loading both Leg + Boot figures, which are almost the same thing, one being bare feet, the other being the boot version... going to try that again...

    Still, any info about removing geo-gratfed parts?

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

    if you unconform a geograft everything reappears as it was before you put the graft on. Geografts don't "alter" geometry so much as "hide" it in a way that smoothing, collision, and the render engine can't see it.

  • CoolBreezeCoolBreeze Posts: 207
    edited December 1969

    if you unconform a geograft everything reappears as it was before you put the graft on. Geografts don't "alter" geometry so much as "hide" it in a way that smoothing, collision, and the render engine can't see it.

    Thanks! That's a relief :)

    Yeah, i'm still new to Genesis / Genesis 2, and to using Daz Studio (Carrara has long been my favorite choice).

    Going to try a re-render of the pic and repost it as it was my bad for not noticing the extra loaded parts.

    All being said and done, definately loving Genesis 2 and the Female Bot Armor!

  • STKyddSTKydd Posts: 59
    edited December 1969

    I noticed that in the promo pics and some of the pics here that they were able to integrate skin textures on the full face, best I can get is jagged lines around the face and body parts,I am sure I'm not doing something correctly, any suggestions ?

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

    I noticed that in the promo pics and some of the pics here that they were able to integrate skin textures on the full face, best I can get is jagged lines around the face and body parts,I am sure I'm not doing something correctly, any suggestions ?

    Did you apply the texture to the figure itself? (not just the geografts)

  • XenomorphineXenomorphine Posts: 2,421
    edited January 2015

    STKydd said:
    I noticed that in the promo pics and some of the pics here that they were able to integrate skin textures on the full face, best I can get is jagged lines around the face and body parts,I am sure I'm not doing something correctly, any suggestions?

    Just started to really experiment with it for an idea, today. Can't fathom how you get a human texture for just the face, either. Like... You can kinda' get one (if you don't attach use the head attachment), but it changes the skin of the upper cleavage, too.

    Yet, in the promotional images, it not only shows it's possible to have a human-textured face, but one of them has a Creature Creator morph on it, complete with a dark green skin and that has the entire head (and, oddly, feet) looking organic!

    Would love for someone to do a simple illustrated or video tutorial on how to get the face or entire head looking natural. I do like the completely cybernetic appearance, but it's nice to have options for diversity. :)

    Not sure what the head attachment with an 'NT' designation is for, either. Both heads seem to geo-graft over exactly the same locations on the character head.

    Post edited by Xenomorphine on
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