Skin Builder - Now Available [Commercial]

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Comments

  • ChronopunkChronopunk Posts: 292
    edited December 1969

    tjohn said:

    Find it in the folder shown below.

    Ah! The one place I hadn't looked yet (for some reason I thought it would be in my application content folders...). Thank you!

    For those of us on the MacOS version, a clearer path is:

    tutorial_path.png
    726 x 46 - 22K
  • Zev0Zev0 Posts: 7,089
    edited December 1969

    This is a really useful product but I'm getting some obvious seams when rendering using it, I've checked the UV and its set to V5, my render settings are the usual ones I use, is there a way to solve this,
    Thanks
    I will look into this. Think the scaling on the neck is off a bit on the spec map.
  • scorpioscorpio Posts: 8,419
    edited December 1969

    Zev0 said:
    This is a really useful product but I'm getting some obvious seams when rendering using it, I've checked the UV and its set to V5, my render settings are the usual ones I use, is there a way to solve this,
    Thanks
    I will look into this. Think the scaling on the neck is off a bit on the spec map.

    Thank you.

  • Zev0Zev0 Posts: 7,089
    edited May 2014

    No problem. Just waiting for my older main os hard drive that has the open files to come back from the recovery centre. Once I get it back I can start editing the product files. That hard drive died the day after I uploaded the product so all I have is merged final files like everybody else lol.

    Post edited by Zev0 on
  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    Zev0 said:
    If you wish to convert the sets yourself to another UV, you can use Map Transfer Tool which comes free in DAZ Studio:)

    Where is the Map Transfer Tool, BTW?

  • Zev0Zev0 Posts: 7,089
    edited December 1969
  • Zev0Zev0 Posts: 7,089
    edited May 2014

    Zev0 said:
    This is a really useful product but I'm getting some obvious seams when rendering using it, I've checked the UV and its set to V5, my render settings are the usual ones I use, is there a way to solve this,
    Thanks
    I will look into this. Think the scaling on the neck is off a bit on the spec map.

    Thank you.

    Spec maps have been corrected. I found some earlier psd's on my other drive. Hooray :cheese: Will send to Daz to update the product. Thanks again for pointing this out.

    Post edited by Zev0 on
  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    Zev0 said:

    Many thanks.

  • Zev0Zev0 Posts: 7,089
    edited May 2014

    Cool. Just a tip, do it group by group, eg all 1's (face maps) then 2's (torso) and set baking quality to max. Sometimes if you do all at once, you get some messed up results.

    Post edited by Zev0 on
  • Sfariah DSfariah D Posts: 26,286
    edited December 1969

    Other than in post is it possible to do a render where half the face is white and other half is realistic and have the two different eye colours like in your signature?

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    No you cannot. That can only be done in post work by doing two renders and deleting the one half of the one above the other.

  • greysgreys Posts: 335
    edited December 1969

    Other than in post is it possible to do a render where half the face is white and other half is realistic and have the two different eye colours like in your signature?

    You could maybe take the mats into photoshop and combine them manually then take them back into Studio, but you'd need to do it for all the mats and work out surface settings that worked for both halves.

  • RenpatsuRenpatsu Posts: 828
    edited December 1969

    A layered shader would probably work with an appropriate mask - e.g. UberSurface2 probably works.

  • scorpioscorpio Posts: 8,419
    edited December 1969

    Zev0 said:
    Zev0 said:
    This is a really useful product but I'm getting some obvious seams when rendering using it, I've checked the UV and its set to V5, my render settings are the usual ones I use, is there a way to solve this,
    Thanks
    I will look into this. Think the scaling on the neck is off a bit on the spec map.

    Thank you.

    Spec maps have been corrected. I found some earlier psd's on my other drive. Hooray :cheese: Will send to Daz to update the product. Thanks again for pointing this out.

    Thank you;
    and sorry to hear about your harddrive, but glad you found the stuff you need, I have a really bad habit of backing stuff up all over the place and as I'm not very organised it can take a while to find things; I keep meaning to sort it all out but well - maybe one day:-)

  • Zev0Zev0 Posts: 7,089
    edited May 2014

    NP. Lol since the crash I have been backing everything up. All my projects are stuck on that drive and I hope they can be recovered or I will have to start from scratch:(

    Post edited by Zev0 on
  • 3dTox3dTox Posts: 82
    edited December 1969

    Other than in post is it possible to do a render where half the face is white and other half is realistic and have the two different eye colours like in your signature?

    You might be able to make a half white/half black texture and LIE it with an additive blend for the head and torso. The limbs would take a different texture though as they are not just mirrored down the center of the texture..

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    All these techniques can work technically speaking, but easiest and quickest method is still just doing two renders and editing via post work. Will take longer to edit the product files etc.

  • SimonJMSimonJM Posts: 5,982
    edited May 2014

    Heading off-topic here really, but keeping with the flow ...

    I find it easier and faster to edit the supplied textures and saving under a new name. Not really messed around too much with large areas of skin (cross-seam tattoos, etc.) except by falling back to a Gen4 texture and using DecalMaster. However, for eyes (and probably face) it is quite simple:
    Load the first texture to the area
    In Surfaces, right click on the area and select all surfaces with that diffuse map
    In surface properties click on the image in the diffuse map setting and select Browse ...
    From the Explorer (sorry, this is in Windowsese!) select whatever option you need to edit the correct image (I have Edit in GIMP)
    In your image package load your second wanted texture as a Layer and give it an alpha map
    Remove the section of the second texture you don't want
    Merge Layers
    Save as new image
    Back in the Explorer window selec the newly created texture file.

    For eyes (and possibly other 'small' or discrete areas there is an alternate:

    Do your full render with initial set of textures
    Apply, for example, new eye texture
    Select spot render as tool
    In Tools settings click on the 'render to new window' option
    In preview window select/highlight the area wanted (in this example the eye to have the new texture)
    Render
    Save as .png (for alpha layer)
    In graphics package load original and then new image as a Layer, merge and save

    Post edited by SimonJM on
  • RitaCelesteRitaCeleste Posts: 625
    edited December 1969

    Speaking of eyes, When I use the eye builder it wants C:/users/rita/Doucuments/DAZ 3D/Studio/My Library/Runtime/Textures/DSZV/SkinBuilder/Eyes/EOTB_Eyes_B.png

    What I have is C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Textures/DSZV/SkinBuilder/Eyes/EOTB Eyes Base.jpg

    I skipped the other texture and the eyes look fine so I do think it is finding the files it needs anyway. I can't stop playing with the skin builder. I'm working on a character. Suddenly more stuff is hitting my wishlist like Shape Shift.... Its so great that anyone can use this without even having to open Photoshop.

  • scorpioscorpio Posts: 8,419
    edited December 1969

    Using the eye does seem to be producing a can't find error.
    It looks as if the update forgot some files, as RitaCeleste said the eyes work OK anyway.

    Thanks for the fast update.

  • Zev0Zev0 Posts: 7,089
    edited May 2014

    Sigh.. For some cruel reason the file was not included in the latest update as RitaCeleste discovered, which is strange because I only requested that the spec maps of the skin be changed, meaning all the other files should have remained intact. Anyways for those who need the file that is missing here it is. https://www.dropbox.com/s/5zh1yslm5mx1vo5/EOTB_Eyes_B.png

    Just copy it into the location its looking for Eg Runtime/Textures/DSZV/SkinBuilder/Eyes/

    Looks like I will have to do another update now :down:......Thanks for bringing this up.

    Update - Spoke to Daz and they confirmed that file got corrupted in the update and did not get included in the build. They are busy uploading a new one now.

    Post edited by Zev0 on
  • RiggswolfeRiggswolfe Posts: 905
    edited December 1969

    Zevo,

    I'm absolutely in love with this product!

    Have you given anymore thought to doing a male version? I know it'd be more work since you'd have to do gens and presumably facial hair but I'd love to see it!

  • Zev0Zev0 Posts: 7,089
    edited May 2014

    Thank you :cheese:...We are looking into a male version but no promises yet. Want to get some addon packs for the female version out first along with some other products that are behind schedual. Will try and see where the male version will fit in. It's a lot of work and the female version really drained me...But you never know:)

    Post edited by Zev0 on
  • FelinaLainFelinaLain Posts: 29
    edited December 1969

    I'm a bit new to this, but my friend is doing daz render since a while and she advised me to buy this because it would save me from buying many different skin. That product does seems nice but she warned me against the ultra long loading time.
    Having a rather slow computer already, I was wondering if a solution had been found for this? (an easy one, since I really know nothing of daz for now...)
    Depending on that I would buy this

  • SimonJMSimonJM Posts: 5,982
    edited December 1969

    sawula said:
    I'm a bit new to this, but my friend is doing daz render since a while and she advised me to buy this because it would save me from buying many different skin. That product does seems nice but she warned me against the ultra long loading time.
    Having a rather slow computer already, I was wondering if a solution had been found for this? (an easy one, since I really know nothing of daz for now...)
    Depending on that I would buy this

    The 'long load' is only when the skin texture is first applied as there has to be a 'background process' run to get it all sorted out. The wait is really not too much of a burden and it is well worth it in the end. And twiddling of thumbs and scowling at screen muttering "hurry up, dammit!" can be ameliorated with a handy packet of biscuits and suitable beverage :)
  • FelinaLainFelinaLain Posts: 29
    edited December 1969

    SimonJM said:
    sawula said:
    I'm a bit new to this, but my friend is doing daz render since a while and she advised me to buy this because it would save me from buying many different skin. That product does seems nice but she warned me against the ultra long loading time.
    Having a rather slow computer already, I was wondering if a solution had been found for this? (an easy one, since I really know nothing of daz for now...)
    Depending on that I would buy this

    The 'long load' is only when the skin texture is first applied as there has to be a 'background process' run to get it all sorted out. The wait is really not too much of a burden and it is well worth it in the end. And twiddling of thumbs and scowling at screen muttering "hurry up, dammit!" can be ameliorated with a handy packet of biscuits and suitable beverage :)

    So it's just the first time, and then it load just like a normal skin? Well that is indeed very good then, I'll see about buying it, thanks ^^

  • RitaCelesteRitaCeleste Posts: 625
    edited December 1969

    Oh, I go get a coffee while its loading and maybe come here or open up photoshop elements and poke around in there. I have no idea how many textures I generated the day after I got it. I did find that if you need to adjust the tints and things, you can do that in the surface editor and it goes pretty quick and you don't need to redo the whole thing. I got a little nutz after I got this. I went and found a makeup tutorial for metallic eyeshadows. Its too much of a pain to edit those V4 makeups, so I'll fix them for use on V4 textures. Using a V4 eye texture goes on fine so all the V4 eyes can work with it. If I see the V4 base really cheap, I may get it and make special files for G2F. But its a big deal that I can get some morphs and make all my characters now. I love that I can do my own makeups and use them on Genesis and G2F. Of all the things I've bought, this one has been the most fun.

    Please (PLEASE! PLEASE, PLEASE!) consider doing a Merchant Resource package with the base skin textures. There are no V5 skin textures being sold as merchant resources. If you don't, when I get good at this I'm gonna post pics of my characters and make you wish they could be in the Marketplace!!! Thanks so much. The thought of trying to make a seamless texture is a bit overwhelming for someone very new to this. This product brought me back to what I fell in love with the first time I morphed Vicky years ago, MORPHS!!! Its taken me a long time to get a little money to do this with. This one of the best buys I've made for being so versatile and doing so much.

  • Melissa ConwayMelissa Conway Posts: 590
    edited December 1969

    Hi there! After applying skin builder and saving the scene, I get the attached when I reopen. I've been saving as a .duf file...should I be doing something else?

    borkedskin.jpg
    1920 x 1080 - 367K
  • 3dTox3dTox Posts: 82
    edited December 1969

    I've come up with a technique to save a skin for later use. This method doesn't allow for makeup, tanlines, or other add ons (might be best that way due to wanting to change them each time for different renders) Perhaps some of you can help me perfect the technique or suggest a better method. Here's what I've come up with so far:

    1. chose just the base skin and nipple settings (you might be able to get by with brow settings too although it's untested)

    2. map transfer to whatever folder you prefer. You can map transfer from v5 to v5, this I did test. This seems to make multiple textures because of the different zones but if you stick with the base texture you will only have to chose between the textures based on nipple color or brow or no brow.

    3. Replace the different files in each template with the the single texture and save as material preset. Now you have a base skin to add the other options to.

    I did notice for some reason once I used this method it somehow started saving the LIE files into the folder I put the textures in instead of the temporary directory when I used the preset. Not sure how this happened, but it went back to saving them in the temporary directory when not using that preset.

  • JabbaJabba Posts: 1,460
    edited December 1969

    That's gotta be the worst Kiss fan makeup I've ever seen :lol: :lol: :lol:

    I just loaded a scene where I use skin builder (I used all options except for tan tlines and pubic hair) and it seems to have loaded fine.

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