Legacy UV script

DekeDeke Posts: 1,631

I can't for the life of me get Legacy UV For Genesis 8 to work. I load a G8 fig, apply the "Prepare Genesis 8" script and that results in a figure with a white face. Then the instruction say "apply the legacy m aterial files in the normal way by navigating to the required folders and clicking the icons." Sound easy enough, but I've never done this before so I don't know what required folders and icons these are. Are these the "Normal Maps" found in the Materials/Masculine folder?  I try applying a normal map and the figure remains white. I'm trying to apply the Michael 6 skin, but clicking the "Legacy UVs Apply Michael 6 UV" has no effect. Any help would be welcome. Thanks.

Comments

  • GordigGordig Posts: 10,049

    A normal map is a special type of map that tells the 3D application how a surface should react to light; they should only go in the normal map slot, unless, I suppose, you're going for a very particular look. The Legacy UV products work by adding a UV map to the figure itself and by applying geografts that cover the parts of the figure where the UV can't be reconciled with the geometry of the figure. The reason your figure goes white when you prepare it for legacy UVs is possibly because otherwise your figure would look ghastly with G8 textures applied to the legacy UV, but more likely because pre-G3, textures were made for 3Delight, whereas most DS users these days use Iray, and it doesn't hurt to have a clean slate to work with, so it also applies the base 3Delight shader to the entire figure. After you've prepared the figure, apply the G2 UV using the other script (though you can also do this manually if you skip or forget this step), then select the material preset you want to apply (in your case, Michael 6), and apply that to the figure. The figure itself as well as the geografts should be selected after applying the scripts, so it should apply the preset to all the necessary parts for your figure to look complete. Again, you're looking for the material preset: you shouldn't need to worry about loading individual maps anywhere.

  • DekeDeke Posts: 1,631
    edited November 2021

    "After you've prepared the figure, apply the G2 UV using the other script (though you can also do this manually if you skip or forget this step), then select the material preset you want to apply (in your case, Michael 6), and apply that to the figure. The figure itself as well as the geografts should be selected after applying the scripts, so it should apply the preset to all the necessary parts for your figure to look complete. Again, you're looking for the material preset: you shouldn't need to worry about loading individual maps anywhere."

     

    This is where the process breaks down. After preparing the figure, I have the fig and geografts select and then hit the "Apply Michael 6 UV's" icon and nothing happens. Is there another step to "Select the material preset" I want to apply?  For example is there a "Michael 6 Skin" jpeg image file that I need to assign to one of the surface editor items (Diffuse Color, Specular Color, Ambient Color)...that's where I usually find surface materials.

    I believe the Michael 6 skin materials is the "M6 Nevio all.png".  How do I assign it to this G8 fig?

    Update: Okay, turns out I just had to search in the Content Library for that Nevio fils and click it...voila, it is marries to the new shell the Legacy UC program created. So a nice step forward in my goal of creating a G8 fig that looks like Michael G (so ultimately I can use Face Mocap on that fig). Thanks for the help.

    Post edited by Deke on
  • LeanaLeana Posts: 11,690

    "Apply Michael 6 UVs" doesn't change the texture, it sets the "UVs" surface parameters on the figure and geograft to "M6 UVs".

    You still need to apply the character materials afterwards, the "apply UVs" step is needed so that DS interprets those materials properly.

    And yes, you will need to go through Content Library or uncheck "filter by context" in Smart Content to find the material presets, since they're not made for G8M so they won't appear as compatible items in Smart Content when G8M is selected.

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