G-Suit2HD Full Bodysuit [Commercial]

124

Comments

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    @ zarcondeegrissom
    Hehe, at least your issue served to show that the suit does well picking up character details I couldn`t demo on previews.
    And tjohn saved the day again ;) (a little odd to have those as thumbnails, I`d have looked for a slider too tbh.)

    @ Ikyoto
    Sweet! Thanks for posting it.
    With that more cartoony character the suit style reminds me of some Tomb Raider or Resi Evil stuff.
    The image is a bit on the small side, but I think you could still dial in Relax_Toes (if it works properly on that character).

  • RCDescheneRCDeschene Posts: 2,801
    edited December 2014

    Hmm... Well, I just got around to buying and installing it this weekend, and I got to say, DEFINITELY a technological improvement from it's predecessor! I was blown away by the variety of realistic morphs and I'm already finding the basic material textures very useful. My only disappointments are seeing the "Spandex" material being merely a custom Diffuse and Specular, making me want to see texture files for fabrics like polyester and nylon. Another thing I wished to see more of was a diverse list of material zones like the first G-Suit had.

    Overall, I like what I see and I feel good making this purchase. I hope that the future add-ons will make this hit even better and even address the things I suggested! :)

    Post edited by RCDeschene on
  • FlipmodeFlipmode Posts: 909
    edited December 1969

    Thanks for the feedback RCDeschene, glad you mostly like it.
    The generic materials somehow turned into my personal favourite thing about it, I`ll keep adding to that library with addons (Heroines adds two mats there).

    Spandex mats ...yes, they don`t have a diffuse texture, but why should they? ;)
    Since that kind of material is really mono-color, it would just take away the option to change the diffuse color on the fly. They however use a bump map (also in the spec channel) and the golden, more shiny version runs an env map in the reflection channel. Imo the result is pretty good, looking best with only one light in the scene casting speculars. Other mats like leather or jersey come with diffuse maps. Anyway, not to convince you of anything, just reporting why it is made that way.

    Polyester > You could try the silver spandex with more bump map, lower (wider) glossiness, lower specular strength and a more suitable color. I think that could come close.

    Mat zones ...meh sry, too lazy to go into detail there right now, subdivisions, handling, blabla ;)
    But don`t miss the opacity presets, they add a few neck options (and load with the related neck finishing morphs)

  • FistyFisty Posts: 3,416
    edited December 1969

    A lot of time I will add a diffuse map to things to mats like that, but very light grey.. so like the bump map but almost white. Since you have to add some grey to diffuse anyway to a white surface so the highlights don't blow out. So if you make a diffuse map for "white" (very light grey) it will stand up to having any other color added to diffuse channel without making it look too dark or muddy

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    Ye, pure white is never a good idea, pure black neither ;)
    But you can as well just add a hint of grey as diffuse color, it renders the same in DS.
    It might be more easy to handle colors with your approach though, I usually have to toy with the saturation a bit.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2014

    I saw this as I was heading out the door this morning, and didn't get a chance to put in my two pennies worth. And risk sounding like a sales man of sorts, lol.

    I have yet too try allot with this suit, because of my other hobby (Amateur Radio), so I don't know if the mats included with the suit are tiled or not, or if the zones play well with tiled shaders. Thing is, most shaders do play with most items, even stuff the shader was not first created for (DG shader essentials was first made for a lamp and vase set, I put it on "Divinity Skies Rapture").
    http://www.daz3d.com/forums/viewreply/656260/

    There must be shaders out there that include the cloth types your looking for.

    And most importantly, as Fisty points out in "Phoebe's Fancy - Shaders". The set was made to allow other stuff to match her outfit, And I've been using it alongside the DG/IDG shader sets for quite some time on it's own (Without the "Phoebe's Finery" outfit even in the scene).

    And NO, you don't have to just stick with Fisty, DestinysGarden, IDG shaders. There are other PA's that make really good shader sets, It's just that I seam to always end up using there shaders somewhere in my scenes I make, because there textures are that good.

    Lace, Satan, nylon, IDG has it. Stone, cotton, knit sweater, glass, DestinysGarden. Leather, or just for that cool hint of patron, Fisty. (Ive yet to try the stripes shader)

    If I need to overlay a patron or design over a shader, Dual Layer or independent tiling is the way.
    http://www.daz3d.com/tiler-shader-for-daz-studio
    (There is a window for this one to adjust the tiling of each surface tab item separately, as I had seen on a youtube demo)
    https://www.youtube.com/watch?v=XE3NaUzkMkk

    and/or
    (let me triple check the DG one, it may just be for stone)
    http://www.daz3d.com/dg-dual-layer-shader-architectural
    (EDIT, sorry, I'm failing to get a shader from fisty (Phoebe Latex) to load onto just the "Base Texture, or the "Top Texture" without completely replacing the DG Dual Layer setup in the surface tab with the all out Phoebe shader single-layer topology.)

    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    N9NFS (with code, I'm old.. but it expired a while ago 'cause I have no room for a shack)

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    ... I don't know if the mats included with the suit are tiled or not, ...

    Not ;) They are seamless, so it doesn`t matter which parts of the suit you have visible/hidden. I suppose you could say they work similar to what you`d expect from shaders.
    Shaders on the suit > I didn`t try, I think Fisty did when she ran the Poser tests.

    Since you clearly know more about shaders on the store than me ...do you happen to know a layered shader with individual opacity tiling and more than two layers max ?

    Last Fisty post > complete mystery to me lol

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 2014

    I have a few shader sets I've yet to even try out. I think the two tiled/layered mentioned are the only ones that do dual layer. They are more like utilities then surfaces that can be put on something. What I mention is about the extent of my Shader knowledge, I have spent an equal amount of time fussing with maps in the surface tab, and some stuff still confuses me. AoA and Omni shader has settings I have no clue what they do.

    A#BCD hmm. it's a radio call sign kind of like 'WHEB' is a broadcast radio station call sign.
    http://en.wikipedia.org/wiki/Amateur_radio

    I am a No-Code operator, implying I was never able to get that 'Morse Code' threw my thick skull, lol. Otherwise I would have become a 'ham' back in 1992.

    (EDIT)
    Thinking the question over more, I don't think there is any shader that can do more then two layers of surfaces mixed together, I don't think. The render time alone would be really bad as well.
    (let me triple check the DG one, it may just be for stone)
    (EDIT2)
    You would have to load a stone set, then go threw each surface item, and change it out for the equivalent cloth map of choice. Incredibly useful, and tedious at best for the G-suit2.

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    Post edited by ZarconDeeGrissom on
  • FistyFisty Posts: 3,416
    edited December 1969

    Yeah I tried shader presets and material presets on in when I was testing, all worked fine. Much easier in DS, of course, being able to select multiples at once. Poser is more time consuming with all the matzones but the results are good.

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    Thanks for the shader info m8, pitty it`s all dual layer.
    You are right about the render time, if everything was layered on top of each other it would likely explode. I don`t want to layer it that way, rather next to each other with no more than two blends in the same place, but the posibility to use more textures. Never seen such a thing here though, I guess it doesn`t exist ;)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    yea, not without clicking each map box in the surface tab, and doing it almost manually with that layer editor thing. It is tedious at best to do that with every surface setting.

    I must warn y'all, I failed to get that "Layer editor" thing to do what I wanted just fussing with it, yet to look for a manual for it. The layer thing in the attached screen-cap anyway.

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  • BlueIreneBlueIrene Posts: 1,318
    edited December 1969

    I bought this earlier and have been unable to stop messing around with it all night (it's just gone 4.00am here). I love it, and there are so many possibilities I haven't even explored yet. Here's Gen wearing her zillionth new outfit of the evening, put together using the G2 bodysuit and shaders from The Fabricator. She says she can forgive the awful lighting and even the fact that I haven't adjusted her boobage properly, but the dodgy plaster cast has to go :)

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  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    ...almost went in the cart until I saw it was HD. Don't have any HD content as I've heard and read that it tends to bog things down because of the higher processor/memory load it imparts.

    Can this be used without enabling the HD morphs?

  • FistyFisty Posts: 3,416
    edited December 1969

    Yes, but if you apply the hd style morphs with base resolution they just look lumpy instead of nice clean lines. It's really not that bad though, no where near as taxing as on HD character. It took 14 seconds to render in Poser, full body with a 1xsub-d G2 in it as 1200x600 pixels. (I have an older I7)

  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    ....same .here an old 2.8ghz 920 with only 12 GB memory. Does pretty well with Lux Render as long as the scene isn't too "heavy"

    So the suit will still work on non HD models then? Been using the old V4 one through autofit but that tends to bulge unnaturally in the thigh area if the leg is bent at a sharp angle like when crouching or squatting.

  • FistyFisty Posts: 3,416
    edited December 1969

    Yeah it works fine base rez if you don't mind a flat suit, all the style and wrinkle morphs are HD though

  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    ...needed to rephrase that (working on a character at the same time so my attention is divided).

    Meant to say would the suit's HD morphs still work if fitted to a non HD figure or do you need the figure/character to have HD morphs as well?

  • FistyFisty Posts: 3,416
    edited December 2014

    Oh yes, of course, likely better.. HD morphs on figures often don't translate well into clothing if they transfer at all.

    (edit: and really, with a full suit like this there's no need.. maybe just on the head if you're doing a super close up and hide the hood.. I rarely use them anyway even for close up.. the difference in detail isn't worth the extra render time for most characters. Older characters with wrinkles or really buff characters with veins then yeah, but I normally render pretty girls with smooth skin.)

    Post edited by Fisty on
  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    ...excellent, thank you. I really like what I have been seeing here especially the nice flat fit across the chest. Tired of my teen characters looking like they're wearing stretch wrap.

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    Thanks for your kind feedback dclane, very happy to read you have fun toying around with the suit.
    That Fabricator shader looks pretty cool on it!

    Kyoto Kid, you reminded me about the chapter I forgot to add to the info page, I am glad Fisty took the support nightshift ;)
    I have updated the infopage now, will copy/paste it at the end of this in case you want to read up on it.

    Fisty said:
    Yes, but if you apply the hd style morphs with base resolution they just look lumpy instead of nice clean lines.

    Just to avoid misunderstandings ... the resolution only affects what you see in viewport in DS, but rendering always uses the the max. resolution of the morph.
    Tbh. I never use more than base res myself.

    Oki, copy / paste of additional HD morph info >
    ---

    What is a HD Morph?

    High Definition Morphs are relatively new to Daz Studio.
    The basic idea is to add detail to your renders without taxing your system in the viewport (the 3D preview you work with).
    This is based on “subdivisions”.
    If you take a look at Parameters Tab / Mesh Resolution you will see a dial for SubDivision Level, which is usually set to 1.
    This defines the maximum resolution you see in the viewport.
    HD morphs use a higher resolution than that, which means that the viewport only gives you a very rough preview, but in return your system doesn`t slow down.
    You are free to set a higher value for SubDivision Level in order to get a more accurate preview, but keep in mind it can have a massive impact on your system`s speed.
    The important thing to remember is that the HD morphs will always render at their own high resolution no matter what you see in the viewport.
    Render-times naturally increase a bit with active HD morphs, after all it`s extra detail, but I think it`s not a big deal.
    ---

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    Kyoto Kid said:
    I really like what I have been seeing here especially the nice flat fit across the chest.

    Keep in mind that`s additional morphs you have to dial in, found in the Breastspan and Relax sections. How well it works is somewhat dependent on character and pose.
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 2014

    Flipmode said:

    The important thing to remember is that the HD morphs will always render at their own high resolution no matter what you see in the viewport.

    Just a minor note: This is only true if you are rendering in 3Delight (granted that is most DAZ Studio users). Other render engines use the viewport render level to render your scene. (Lux, Octane, Poser, etc.)

    Post edited by DAZ_Spooky on
  • FlipmodeFlipmode Posts: 909
    edited December 1969

    Thanks for the added info Spooky, I have to admit I didn`t even know that since I always use 3Delight.

  • kyoto kidkyoto kid Posts: 41,252
    edited December 1969

    ..so this my not looks as good in LuxRender.

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Kyoto Kid said:
    ..so this my not looks as good in LuxRender.
    It will look fine, after you adjust the shaders, you just have to set the Viewport Sub-Division to whatever the HD morphs are set to use. (In most cases that is 3.)
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Fisty said:
    Oh yes, of course, likely better.. HD morphs on figures often don't translate well into clothing if they transfer at all.

    One other note. :) HD morphs are not projected from the base figure to clothing. They are intentionally ignored for projection. (The overhead is way to high to do that on most systems.)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Kyoto Kid said:
    ..so this my not looks as good in LuxRender.
    It will look fine, after you adjust the shaders, you just have to set the Viewport Sub-Division to whatever the HD morphs are set to use. (In most cases that is 3.) n00b here. where is that switch in Luxus/LuxRender? or is it in Daz Studio?
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Kyoto Kid said:
    ..so this my not looks as good in LuxRender.
    It will look fine, after you adjust the shaders, you just have to set the Viewport Sub-Division to whatever the HD morphs are set to use. (In most cases that is 3.)
    n00b here. where is that switch in Luxus/LuxRender? or is it in Daz Studio?In DAZ Studio, on the Parameters Pane, per object that needs to be adjusted.
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  • FlipmodeFlipmode Posts: 909
    edited December 1969

    For those who need to set it up for Lux, the SubDiv Level on the G-Suit`s HD morphs is 4.
    But be careful with that if you have a slow system, best go incremental, start with 2, then 3, and if your system can take it 4.

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