Surfaces Help

I've been working with a addon recently (Divisible for G8F) that uses the skin textures of a model to simulate magic limb separation. The way it works is you apply the cap onto the limb (to create the illusion of separation) and apply the skin textures onto the cap and it should look good. However, not all GF8 characters come with an "apply skin" option, which usually works for me. So I went into surfaces and tried to manually replace the current GF8 base model textures with the one I was working with, and in the simulation it appeared to work. But, when rendered (in Iray), it comes out looking tanned. Both the figure and the cap have the same Iray Uber shader and I am positive I replaced the textures correctly, so I'm not sure how to fix this.

Pictures in order: without correct arm cap textures, with correct arm cap textures, render

bandicam 2020-04-08 19-40-15-615.jpg
593 x 773 - 99K
bandicam 2020-04-08 19-38-08-688.jpg
593 x 773 - 99K
tan.png
679 x 662 - 350K

Comments

  • You can select and copy one surface and paste it to another of the same type of shader, the only thing you have to do is make sure the purple thin walled is off if there are any transmitted or scattering settings to copy, make sure the on/off switch is the same in both before the copy/paste.

    A good trick is to save skins as a surface preset with everything checked but all images unchecked, right click the options (3 horizantal lines icon top right) when saving to check/uncheck all.

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