Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
I did my tests in Poser at level 3 and it looked very good.
That's actually what I do myself for spandex. I just crank down the Glossiness and balance-out the Specular Strength. However, I always am hoping for something that gives the suits a more realistic texture, especially where nylon is concerned. I I can never be too satisfied with anything I try to customize myself for long, and god help my if I'm making something like black or white tights.
These are two characters I did a few days before the release, done with a combination of the Supersuit and your original G-Suit:
Well, entirely flat materials, black / white on top of it, is certainly tricky.
Imo you always need some every so slightly visible structure, e.g. bumpmaps.
You could also put a noise texture in the diffuse channel.
If you were to make the images you posted with G-Suit2, I`d start with the silver latex material, set higher bumpmap values to adjust it to the relatively low imagesize and far camera distance, and add a mix of folds at low values (maybe 10-20%), at least on the arms. You could also try to add a brightened up bumpmap or noise to the diffuse channels.
Or you give shaders a try. Tbh. I don`t own any, but Fisty`s shaders got a lot of praise here.
Just getting around to playing with the suit, and it is amazing. I managed to make a long-sleeve leotard, just by making zones invisible. I still have some tinkering to do there, and many notes as to what zones to save to make a Material Preset that wipes out the un-used zones.
Also, I added a screen-cap to a former post for the arm wrinkle morphs, as the truncated names are a tad confusing at first, given the sheer number of them. I have a lot to read still, so this may take some time. Exceptionally useful products that have adequate adjustments, tend to be that way for some.
I can't thank you enough for all the work you did on this Flipmode. I've already started three things with the G-suit2, that no other G2F product is capable of. That long-sleeve leotard, The simple cloth arm wraps, and underwear for skirts that I don't have to fuss with every time I do something.
Thanks for the kind feedback, glad to read you like it :)
Found the image edit you hinted ... just as a general tip, I`d recommend to expand the morphs section and use the sub-groups (e.g. folds in this case).
It`s still a lot of stuff, but at least breaks it down into smaller chunks.
I am not sure what you mean by "wipe out the un-used zones", but as for saving material presets in most cases it should be fine to simply save them all.
Hmm... After using it on some of my characters, and I come to realize some ideas that could help extend the versatility of the suit. I've felt myself wanting to search for more specific expand morphs such as for the head, hands, and feet. While I was trying to mat zone some everyday clothing, I thought of some more useful texture ideas for fabric bases like linen, wool, cashmere, and even medieval/primitive fabrics like burlap and hemp.
The shader expansion sounds like a good idea, I honestly don't remember the exact list of what is out there, there are lots tho.
If I just load the default rainbow-color suit, and select zones I don't want, and opacity them out, then save the entire thing, it wont exactly work as a mask of sorts. When I select the entire suit, and put a shader on the entire thing for say (DG Essentials cloth pick a number), then load that preset, it will replace everything with the preset, including the rainbow color scheme.So I need to selectively pick the zones to go in that "Material Preset", and I'm just new enough at this to not know what is what once I get to that save selection window for the Material presets. Hens I need to wright down a list of zones I modified before I get to that window, lol.
Yes, agreed, that would be useful stuff too.
For the base version I kept the focus on typical bodysuit stuff.
While I want to cover some everyday clothing with the next addon I`d like to add that at some point I think it makes more sense to use items which are specialized in that.
E.g. a wide sweater would work but I think a dedicated item would make more sense there.
Hm, maybe the most easy way would be to save "opacity presets". If you want to do it like that first select "uncheck all" from the little options icon top/right, then go through the material zones and check the opacity entry for each of them.
Admittedly this obviously doesn`t save the shader, but at least loading it won`t overwrite an already applied shader, so I think it could be a quick solution unless you really need a one-click preload which holds shader and opacity.
And saves ram by removing un-needed maps, yes, exactly what I was making. Now I need to find a sleeve and neck line morph, if the suit has one, For the long sleeve leotard. I stopped and opacity-zeroed out the wrists, what ever zone that is, lol.
sleeve morph on "5_9_Arm_R" and "5_9_Arm_L". And a color morph for "2_4_Neck", hmmm.
I Had to close the scene I had open, and go back to that one and look. Playing with many things at once, lol.
Lol, the big morph search.
I think you are looking for the stuff in the "Finishings" subsection. The morphs for the limbs are numbered from the torso outwards. For the necks the top neck is named _high, the lowest one _low. Just mini-tips to aid you in finding the stuff.
OK, thanks. Found the collar on surface zone “2_4_Neck” rather quickly from your hint, it is Fin_Neck04. now for the arms.
Is there a labeled zone map somewhere? Just a thought.
So then, what was the deal with making the Hip MATs the 4th section on the zone map between the Torso and Shoulders instead of further down by the Legs, pray tell? :P
Morning ;)
zarcondeegrissom, no, I didn`t do a "written" zonemap, but the colorcoded UVs from the templates might be useful, at least to keep an eye on the zones when the suit in your scene already has a material on it.
Also > surface selection tool, life saver imo, even if you do the selection in the surface tab.
RCDeschene, two reasons actually ;)
First, I find it logical to have the hips below the torso, it`s sorted head > neck > torso > hips. After that I didn`t want the arms to stray too far from the torso, that`s why they are next.
Second, it`s in line with the UV maps / texturing. Top of the list is the head/torso map, bottom of the list are the limbs (with one "selection-crack" on the hips because they can follow the trousers or the bathingsuit lines)
Ahh, I was wondering if that was a factor, but wasn't too sure. :)
Status of my tinkering. Happy solstice y'all.
I spent a good portion of the last several days tinkering with opacity material presets for the G-suit2. Admittedly a majority of that time was adjusting lights, and fiddling in MS Paint wile test renders came threw.
Notes thus far. The vertical wrinkles on the upper chest, tend to look more like varicose veins on some figures. Perfect for the 'Ripped' among us, not so for other less built like me (lol). If the texture mat has geometry (Bump or Displacement) as in this test render, Turning shadows on will drastically improve the appearance of the texture, or using a 'Baked' diffuse texture with faked shadows for the mat. For the sleeve and collar, the shadows on is a much better option, to give that edge of the outfit shadow.
And there is a lot I have yet to get to. The last second, I posed the arms for this render, and got the poke-threw on the right arm, that I am yet to even look into fixing (not a priority yet). I'm off to putz around in MS Paint and tinker with the suit more, chat later y'all.
(EDIT updated render) (EDIT 22dec2014, 09:28utc)
The suit is not broken, it was my bad choices of wrinkle settings, arm twist, and bend. A bad combo. I have successfully used the suit here in this post.
http://www.daz3d.com/forums/viewreply/735278/
As you can see, no problems with poke-threw on the arms in that render.
That`s pretty cool materials you did there (both on the post above and the one you linked), I really like it.
Vertical wrinkles ...yes, I agree. They kinda work for thin, super-stretchy mats, but are not really helping with more common cloth.
I`ll certainly try to add another set of folds with a casual cloth addon.
I was about to speculate about the poke-through (found it quite odd tbh. as I have honestly never seen that happen there). I thought maybe a displacement map was involved too. But since it works for you now it`s all good. :)
Thanks, it was tinkering in MS Paint, and fun use of diffuse vs specular colors. the bump maps are free in my Making Paints thread.
http://www.daz3d.com/forums/viewreply/735030/
I was going for a 'Graphite' weave style there, I think I got it except the gloss and color bit is more season oriented.
As for the poke-threw, I had thin and thick wrinkles cranked to max. And the arm twisted over palm up, with the elbow at over 60 degrees bent... And I had displacement cranked way to high at +0.1/-0.1 on the bump maps.
Not so with Zayla the second try. Here the thick wrinkles are only dialed to 50% instead of max.
(EDIT)
I have things I must attend to, I'll see if I can reproduce that tonight on a different figure. It also may have been Wachiwi2's shape as well. Chat later y'all, I must run.
Preliminary testing, using the above Zayla scene (alternate FWSA Serena skin color, renders much faster).
Right ForeArm; Twist -12.5, Bend +60.9
Bump-map (Not Displacement); 255 to 0 map file, 100% strength, Negative Bump -0.1, Positive Bump +0.1
It looks like a combo that causes the poke-threw on a specific wrinkle, given the above values. It's there in the above render, just not noticeable, nor visible in the view-field just looking at it.
The Bump map, I thought was a faked surface, that dose not do actual polygons, unlike Displacement. Yet there it is, poking threw between the cloth threads, at 50% across the board?
It looks like any combination of the four arm wrinkles in excess of 50% (FatF_Arm_Lower, FatF_Arm_Upper, ThinF_Arm_Lower, and ThinF_Arm_Upper), with the given Arm bend and twist, produce the poke-threw. It is only visible from cretin angles at 50%, and in most cases, If you are looking closely for it. At 100% across the board, it is quite blatant, Both on Wachiwi, and Zayla. I'll try Plane old G2F, now That I've confirmed that it was not Just Wachiwi's arm shape involved as well.
Time to get the G-suit2 some Carbon-fiber texture, just so our Superheros and Supervillains can have some tough stuff to fight in.
The texture bump map was more difficult to make, then it is to use, lol. It requires only the bump map, and some settings elsewhere in the daz default shader, and that's it. Some adjustments of the Glossiness and Reflection strength may be needed for your particular tastes. The tiling set to what you prefer, I used 2 here for the example subject, and the visibility of the patron. Same with the bump strength, you may not need it set so high for your needs, depending on the shadow bias settings of your lights.
The blank color mask in the diffuse box is not really needed except to make it easier to get the tiling you want.
1 drop the "BlankColor" map into the diffuse channel.
2 put the "Bump" map into that channel.
3 set the bump strength to 100% (I forget this all the time myself)
4 Set the tiling till you get it to about what you want for the patron density.
5 set the diffuse color down to almost black (11r 11g 11b).
7 Set the Specular to (192r 192g 192b).
8 set the reflection strength to somewhere between 50% and 75%, about.
9 bring the gloss down to about 70% to 80%, about.
10 do a spot-render to see what needs to be adjusted, including the min/max bump. Tweak as you like.
When done, you can save that as a "Shader Preset" and then easily apply that to any surface you want to be Carbon-Fiber looking.
And yes, I've been working on more color options for the patron :coolsmile:
http://www.daz3d.com/forums/viewreply/739949/
Enjoy, and happy new year Flipmode and everyone else.
(EDIT 05Jan2015)
Added an alternate bump-map "ZdgCloth032Step...". It may 'possibly' work better under some circumstances, possibly.
Thanks zarcondeegrissom, looks cool, I shall try it as soon as possible.
Sorry I didn`t post/reply in a while ...caught a bad flu around christmas, still feeling pretty wrecked, so I don`t do much beyond bed & TV.
Seeing the G-Suit2 doing well eases my pains though, thanks for that. :)
Happy new year everyone!
I tried to use the G-Suit2 to do a corset using the corset morphs it has. Problem is, the Corset_Torso_* morphs (Corset_Torso_High in my use case) doen't line up with a material boundary (and trying to pick the faces by hand in PGE showed a number of faces span over the morph edge). I then looked to see if there was a transmap included that would cut off the suit above the upper corset line and didn't find one. Any suggestions for how to best make use of the upper corset morph where you don't want suit to show above it? In the end, I had to go with with an old V4 corset that mostly auto-fit OK to G2F and then had to clean up a bit in the PGE for the character I was working on.
Also, how many levels of subd did you target when creating the HD morphs? The usual 3 used by most DAZ stuff was still showing pretty muddy. Looks like maybe 5? (Since I render with Reality/LuxRender, I need to set this in Studio itself so the HD morphs get exported correctly.)
Hi cwichura,
Sorry for your troubles ... the corset morphs are used with the huntress outfit, but you are right there is no special transmap related to the morph.
If you can edit photoshop files, the psd version of the templates has outlines for corset high/low, so it`s really easy to create a transmap.
Or...give me a few minutes, I can do that and post a link.
The HD morphs are level 4.
Link: Corset Transmaps
Here you go ;)
Alpha01 is for Corset high and low, Alpha02 only cuts off high but keeps the low stuff visible.
For everyone who wants to do custom textures I recommend to grab the templates psd.
It has a lot of the morphs exported as displacement maps which is really helpful to color specific parts, or in this case to do a transmap.
If you need help there just let me know.
Thanks for that. The templates are available where? Manual download from the DAZ support portal? They are not part of what DIM installs, correct?
Ye, you can grab it from your account`s product library, or from the G-Suit info page. Link: Info Page / Templates