creating tan lines

j_stnkj_stnk Posts: 205

hello all,
how can i create a tan line with a specific article of clothing with the texture maps. i have successfully made some for m4, genesis and and g2 skin maps. but they are only arbitrary lines for 3 types of swim wear. i would like to make some for m4's basic wear speedo on the m4 skin maps. is there a way to do this to get the lines exact by using the speedo texture maps. what map would i use. the only tex map of the speedo with the whole shape of the garment is the bump in the textures folder. would i have to create if possible a uv map? is there a tutorial on this? thanks

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    In which application? The only way I can immediately think of is to bake Ambient Occlusion on the skin, with the clothing loaded, and use the resultant image as a mask for modifying the base texture in an image editor or in a shader.

  • j_stnkj_stnk Posts: 205
    edited December 1969

    Daz 4.7 thanks

  • j_stnkj_stnk Posts: 205
    edited December 1969

    ok richard,
    i suppose the ap you are referring to is a modeling one like maya or blender? i researched ambient occlusion baking and they are done in these types of aps. i had a feeling that uv's were involved since learning daz and the make up of 3d objects and applying materials and texture to the geometry (i never got that far in blender). i brought blender out of the mothballs. i'm not quite sure how and where to break up the edges to form the uv on m4's body for the speedo. i terrible with edges, faces and vertices. i was hoping there was a way in daz. i can always do trial and error with Xs plotted on the skin map then applied to the model like i did for my farmer tans around the neck and clavicle areas. i'll try the blender way if i must. thanks

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    It should be doable inside DS, with Shader baker, but I'm not having a lot of success. You don't want toe dit the UVs in Blender, that will stop the baked occlusion from lining up - just make sure that you keep the different maps (head, torso and limbs) separate in the output.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,220
    edited December 1969

    So you are saying it is possible for DAZ models to get virtually sunburnt?
    Baking lighting to the UV? I thought those were cartesian co-ordinates not UltraViolet radiation!!!

  • j_stnkj_stnk Posts: 205
    edited December 1969

    i think i see what you're getting at here. the baked body will have the tan and the areas that are covered will keep the base texture? i looked at the v4 wet and tan product and i thought those tans aren't real looking. the edges are too harsh and crisp. that's why when i did the arbitrary tans for my base character skin mats i made sure i used the eraser at an 85% feather and erased with an 80% transparency in my image editor to make the lines more real and natural looking. i'm sorry that i didn't tell you that but i could still use the torso map for template use if this is the end product.

  • Richard HaseltineRichard Haseltine Posts: 100,948
    edited December 1969

    Well, I was thinking of just using a white map and baking the occlusion onto that, so you'd end up with white for the exposed areas and black for the shaded, then use that as a mask in an image editor to adjust which ever texture set you wanted to whatever degree you wanted, rather than trying to do it all in one operation.

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