Any experience using Poser clothing by Arki, Spiritfoxy?

dracorndracorn Posts: 2,345
edited December 1969 in The Commons

I've been looking at Runtime DNA at some great outfits for V4: GlacierQueen, DragonKeeper to name a couple.

They all say in the comments that they are compatible with DAZ Studio but "This product does not contain DS materials. You will have to manually adjust the surface settings when using this product in DAZ Studio."

Does anybody have any experience in manually adjusting these settings? I don't see any further information besides this comment.

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,782
    edited December 1969

    I adjust settings in most outfits, mainly because I render outside of DS and the DS shaders don't usually transfer to the renderer of choice. Don't let shaders keep you from trying non DAZ clothing, you can always adjust or add new ones easily in the surfacing/rendering tab. The biggest issue is if the clothing uses poser node based materials since these don't transfer to DS and the product will usually say so and that it does not work in DS at all.

  • fixmypcmikefixmypcmike Posts: 19,613
    edited December 1969

    Here's a good tutorial on how to adjust Poser materials to look good in DS: http://homepage.eircom.net/~neilvpose/tutorial-1.htm

  • dracorndracorn Posts: 2,345
    edited December 1969

    Thanks to both of you for your assistance! I am going to make use of the tutorials.

    I have had good experience with using the DragonBraid straight out of the box (see pix below).

    I had purchased the DragonBraid Bundle which included the Revisited and Romance textures. Both of these include shaders which can work on other hair. Romance has an undersheen which is actually a light Ambient Color, which I darkened in some of my experiments. I was able to further change the color of the hair by beginning with white or a light color, then playing with both the Diffuse and Ambient colors (black elf with red hair).

    Note that I used DragonBraid on Genesis. I had to unselect Victoria 5 then load the hair and manually tweak it to fit. If I use autofit, the morphs won't work. Same with Mishka hair.

    Torak_Julius.jpg
    500 x 600 - 114K
    Dragonbraid_Shaders_6.jpg
    500 x 850 - 169K
    Dragonbraid_Shaders_2.jpg
    500 x 750 - 177K
    DragonBraid_Test_3.jpg
    500 x 750 - 176K
    Dragonbraid_Test_1.jpg
    500 x 750 - 141K
  • FSMCDesignsFSMCDesigns Posts: 12,782
    edited December 1969

    On hair, I find it best to have your figure in default zero position, load any hair and if it asks to autofit, select cancel. Then position it close, parent and then apply the smoothing modifier with collide to your figure. This gives a perfect fit and you lose nothing from the original hair.

  • dracorndracorn Posts: 2,345
    edited December 1969

    UPDATE on Glacier Queen clothing by Arki, Spiritfoxy from Runtime DNA.

    I was having quite a bit of trouble with this one. The dress has so many layers that it is very hard to adjust them so that they don't poke through each other.

    Genesis Experiment: Doesn't work. The bottom of the skirt warps when it converts - even if I use Sickleyield's convert utility for V4, no dice.

    V4 Experiment. Yes the dress loads and there is a TON of tweaking that is needed to put the various layers together. What a pain. Then when I tried to pose V4, the poke-through's happened all over again. I could try it again by layering the clothes with Sickleyield's dress and collide a layer with that, but there are so many layers... I think I may revisit this later but right now I have lost patience.

    Bottom Line: I can get V4 hair and textures from Poser to work on a Genesis item, but not a clothes package as complicated as Glacier Queen.

  • kyoto kidkyoto kid Posts: 41,252
    edited January 2015

    ...as I use the Fabricator as well as retexturing using merchant resources, clothing content without Daz compatible textures is not a big issue. Same goes for most props as again I have a decent library of texturing resources.

    That is provided the material zones are well defined. True, there is the Geometry Editor, but that can be a painstaking operation and not always the best solution depending on how well the mesh was constructed.

    Where I find it more critical is in skin maps as I haven't got that far yet (though I do now have Skin Builder Pro).

    Post edited by kyoto kid on
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