Custom G8M graft question.

I'm just wondering, when it comes to things that graft directly to the body like genitals or tails, does it matter if you add 1000 extra polys? I mean, yes, I know that will increase render times, but I only mean in terms of functionality. I'm taking a crack at making a custom graft, but it'll be so much easier if I can also cut the faces that attach to the body.

Comments

  • I'm just wondering, when it comes to things that graft directly to the body like genitals or tails, does it matter if you add 1000 extra polys? I mean, yes, I know that will increase render times, but I only mean in terms of functionality. I'm taking a crack at making a custom graft, but it'll be so much easier if I can also cut the faces that attach to the body.

    The ring of polys at the edge of the graft must match the ring of polys on the figure that you are grafting them onto.  If you have 30 polys in the ring on the figure, you must have 30 on the edge of the graft, and the verts along the two edge loops must be at the same locations.  Otherwise, the graft won't 'weld' to the figure mesh.  Aside from that, you can have as many polys in the graft within that edge ring as you want.

  • I'm just wondering, when it comes to things that graft directly to the body like genitals or tails, does it matter if you add 1000 extra polys? I mean, yes, I know that will increase render times, but I only mean in terms of functionality. I'm taking a crack at making a custom graft, but it'll be so much easier if I can also cut the faces that attach to the body.

    The ring of polys at the edge of the graft must match the ring of polys on the figure that you are grafting them onto.  If you have 30 polys in the ring on the figure, you must have 30 on the edge of the graft, and the verts along the two edge loops must be at the same locations.  Otherwise, the graft won't 'weld' to the figure mesh.  Aside from that, you can have as many polys in the graft within that edge ring as you want.

    Alrighty, thx.
  • I'm just wondering, when it comes to things that graft directly to the body like genitals or tails, does it matter if you add 1000 extra polys? I mean, yes, I know that will increase render times, but I only mean in terms of functionality. I'm taking a crack at making a custom graft, but it'll be so much easier if I can also cut the faces that attach to the body.

    The ring of polys at the edge of the graft must match the ring of polys on the figure that you are grafting them onto.  If you have 30 polys in the ring on the figure, you must have 30 on the edge of the graft, and the verts along the two edge loops must be at the same locations.  Otherwise, the graft won't 'weld' to the figure mesh.  Aside from that, you can have as many polys in the graft within that edge ring as you want.

    Strictly, it's the ring of vertices that must match. Within that the mesh can be divided as much as needed, so one fix if more resolution is needed might be to increase the graft area to allow enough space to ramp up the divisions.

  • I'm just wondering, when it comes to things that graft directly to the body like genitals or tails, does it matter if you add 1000 extra polys? I mean, yes, I know that will increase render times, but I only mean in terms of functionality. I'm taking a crack at making a custom graft, but it'll be so much easier if I can also cut the faces that attach to the body.

    The ring of polys at the edge of the graft must match the ring of polys on the figure that you are grafting them onto.  If you have 30 polys in the ring on the figure, you must have 30 on the edge of the graft, and the verts along the two edge loops must be at the same locations.  Otherwise, the graft won't 'weld' to the figure mesh.  Aside from that, you can have as many polys in the graft within that edge ring as you want.

    Strictly, it's the ring of vertices that must match. Within that the mesh can be divided as much as needed, so one fix if more resolution is needed might be to increase the graft area to allow enough space to ramp up the divisions.

    Thx, tbh, I've done this already. Although I am a bit curious, how large can you make the graft before things go weird? Like, if I were doing genitals and a tail (for example), if I were to make the entire waist and pelvic area into a graft, would that still work in terms of posing? In sickleyield's video, she just did a simple tail graft but had an issue that she didn't address in the video, in which the tail would bend oddly when the hip was bent. She mentioned having to make a morph to fix it, but can you make a morph that goes with a graft and auto applies itself dynamically with the movement of the hip (or other joint) movements? In the case of the sickleyield video, how would you go about recreating those conditions in your modeling program in order to make the morph (or would it just be a long drawn out back and forth of trial and error)? If there's a video somewhere that I've missed that explains all this, please do link it. But I haven't been able to find anything.
  • I'm not sure there are inherent limits, but of course the bigger it is the more rigging there will be to weight map and the more JCMs you will need - also, the Genesis figures are designed for posing the low-resolution cage and then applying SubD so if you end up with high resolution mesh near the bending zones that might make life difficult.

  • I'm not sure there are inherent limits, but of course the bigger it is the more rigging there will be to weight map and the more JCMs you will need - also, the Genesis figures are designed for posing the low-resolution cage and then applying SubD so if you end up with high resolution mesh near the bending zones that might make life difficult.

    Sorry, I'm still a bit new, JCM's? 

    "if you end up with high resolution mesh near the bending zones" I'm a bit confused as to how there could be a high resolution mesh specifically near the bending zones, or how I could "end up with" that happening. Long as I leave the connecting ring untouched, shouldn't that ensure that it will act the same as the base model?

  • You are proposing to increase the resolution for your graft, yes? If you end up increasing it on a section of the part that is following the base figure mesh near a joint then you may have trouble getting it to bend nicely.

    JCMs are Joint-controlled morphs - morphs that are triggered by a bend to make the result look better.

  • You are proposing to increase the resolution for your graft, yes? If you end up increasing it on a section of the part that is following the base figure mesh near a joint then you may have trouble getting it to bend nicely.

    JCMs are Joint-controlled morphs - morphs that are triggered by a bend to make the result look better.

    Thx, good to know.

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