Creating Low Res Skins?
Superdog
Posts: 765
I bought a low resolution skin for Mike 4 which looks pretty good even close up. I'd like to have a go at either creating my own low res skins for DAZ characters or adapting the skins I already own. Has anyone tried this and if so how would I go about it?
I think I need to load the skins I want to adjust into Photoshop and reduce the resolution and then save them under an altered name but I'm not sure if this would work? Maybe it's possible to reduce the skin resolution in DS without going to PS?
Comments
I think you can use infranview (Windows) to batch resize a bunch of images, just don't destroy the originals just in case.
http://www.irfanview.com/
If for export you may want to merge the textures too, you can do this with Texture Atlas plugin. It will also allow you to define the end resolution. The end result is one texture map for the entire figure.
I use Texture Atlas for static props; it cuts down on resources like nothing else., but I've never used it on a posable figure.
Are there any guides to using Texture Atlas? I'm not sure how to export skins or what resolution to reduce them to. I was also thinking of editing skins I own in PS but if I do that how do I add them to my runtime so I can load them in DS? Do I need to repackage/re-edit all the original files to get the altered skins to work? I'd like to reduce the size of the skin textures and also create a range of skin colours from light to dark.
HI. Can you tell me where to find the Texture Atlas plugin? I'm using Daz 4.6. It shows that it is installed and has a green plug. But when I look under Edit, there is no TA to be found. According to the pdf file, it clearly shows that it should be under the Edit tab. I looked elsewhere but can't locate it. (I selected a test figure with some clothing.)
Where do you see it in your program?
Thank you!
In the "City Limits" workspace, on the far right bar it's the globe.
Tutorial instructions for it is included somewhere in the program folders as I recall.
Here's a quick description of a typical (for me anyway) basic use, doesn't cover everything:
Select the figure. (I have sat down and figured out all the rules pertaining to selecting multiple nodes, like a figure and clothing or two figures, save that until later after you understand how a single figure works.)
Click on the Texture Atlas's globe icon.
Adjust width and height of the map (preview image size) to values big enough that detail isn't lost when all individual textures are combined into this single large final texture. If all pieces of the image should be the same size uncheck "Weight By Image Size" and press the Reset weights button.
To avoid a huge texture, you probably want to increase the weight of more detailed parts and decrease the weight of low resolution parts so most of the texture is devoted to the important parts. You can also uncheck things that are going to be invisible. To increase or decrease the size of an image relative to the other images, double-click the numeric weight and enter a new value.
To test the settings in the preview image, press the Auto Arrange button. When all changes are done, press the Accept button to accept the settings
In the "commit to Figure(s)" window, Change the "UV Set Name" to the filename of the image. Press the Browse button and select a location to save the image to. Press the Accept button.
Thank you. I customized my plugins and put the icon at the top of my workspace. Hopefully it will help me reduce the map sizes so I can use the Octane plugin with some of my larger scenes. If not, I will just use Photoshop. Thanks again.