Luthbel's Paladin HD MMXV Question

SGattonSGatton Posts: 59
edited December 1969 in Technical Help (nuts n bolts)

Okay, so I'm trying to figure out how to fix this. Maybe it's just because I'm tired, but when I initially load Luthbel's Paladin HD MMXV top into a blank scene, it looks perfect on and around the shoulder plates. However, as soon as I have it "Fit to" a G2M character, there is distortion. I realize it's an issue with weight mapping, but is there a way to stop this from happening without having to edit the weight map? One image is the armor top, not fitted to anything, while the second is fitted to Michael 6. In the areas circled, there is distortion in the mesh after fitting. Surely it can't be so bad as I have to edit the weight mapping just to make this armor look decent on anything but the base G2M?

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Screen1.jpg
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Comments

  • Cris PalominoCris Palomino Posts: 11,396
    edited December 1969

    This armor was made for G2M, you shouldn't need to do a "fit to". You load the figure and then go to the preset for the armor objects and load, they should go right onto the figure.

  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    That isn't a weight map issue, since the figure isn't posed. The armour does have custom morphs for M6 so it may be worth reporting this as a possible bug needing tweaking if you see it with just the M6 shape applied to an unposed figure - and if it renders that way (if not it may be connected to the way HD morphs preview).

  • SGattonSGatton Posts: 59
    edited December 1969

    I know I shouldn't need to "Fit to," but Daz performs that automatically when you load the armor piece. So, whether I use that function manually, or not, it still occurs.

  • SGattonSGatton Posts: 59
    edited December 1969

    It does render that way. I'll try it with the HD Detail on the armor turned to 0, and see where it is from there.

  • SGattonSGatton Posts: 59
    edited December 1969

    Blast, still works the same, using the default M6 character. The only one this doesn't happen with, is default G2M. The problem seems centered around morphs of the head, which is why I mentioned weight mapping.

  • SGattonSGatton Posts: 59
    edited December 1969

    Well, thanks for your help. I guess I'm off to report this as a possible bug.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Is it both sides or just one?

  • SGattonSGatton Posts: 59
    edited December 1969

    It's both sides. It always appears when a head morph is applied, but can also appear when an HD body morph is applied. For the HD body, I can ignore for the most part, since it will almost always be hidden (except that one or two times I want to do something without gloves). However, the moment any head morph is applied for anything from the base G2M figure, instant distortion like seen above. While it is most noticeable in the shoulder plate, it does extend to areas like the collar.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Select the armor/part in the Scene and then switch to the Parameters tab....click on the little icon that looks like a piece of notebook paper in the corner of the Parameters and choose Show Hidden. Then select Currently Used and see if the head morph is showing up in the Armor...if so, try dialing it back to 0.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,230
    edited December 1969

    It seems autofollow is enabled for the head which would mean expressions and all would affect it.

  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    It seems autofollow is enabled for the head which would mean expressions and all would affect it.

    Autofollow is a property of the base figure morphs, not of the fitted items.

  • SGattonSGatton Posts: 59
    edited May 2015

    Sorry it has taken so long to respond, I had class today for a few hours.

    MJC: Yes, the head morph was appearing on the armor, and dialing it back to 0 certainly removed the distortion. The only downside is the traps then poke through. That is a bit more livable than absolute distortion.

    Post edited by SGatton on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    With the head morph dial, in the armor, you should be able to come up with something in between...a little may be enough to stop the poke through, without too much distortion.

  • SGattonSGatton Posts: 59
    edited May 2015

    True, but the poke through isn't all that much really. I can try angles that would hide it, but in the end, there are other options, like hiding those few geometric areas.

    Most of what I use things like this for, is top-down tokens for a D&D campaign on roll20. So, it is possible to hide what I need to hide, without losing the overall look of the armor.

    Post edited by SGatton on
  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    SGatton said:
    True, but the poke through isn't all that much really. I can try angles that would hide it, but in the end, there are other options, like hiding those few geometric areas.

    Most of what I use things like this for, is top-down tokens for a D&D campaign on roll20. So, it is possible to hide what I need to hide, without losing the overall look of the armor.

    That would certainly work, then.

    All the time I've been using Studio, I never did render my favorite, longest used PC...a Ranger that I started back in 1981. He's older than my 'baby' sister...she was born in '82.

  • SGattonSGatton Posts: 59
    edited May 2015

    Lord have mercy... my family plays a lot, with my brothers, sister and I raised on it. My dad is able to play his oldest character he started back in AD&D, maybe Basic D&D. He loves it, especially since I can make a nice render for him of it -- a 6'7" human monk...

    I've been trying to use G2M for all the male tokens, and there have been some limitations, most especially armor. I spent a long time trying to convert some armor from M4 or Genesis, so I can use them on G2M, so when this piece came out, my dad turned around and bought it for me -- which he does when he finds a piece that he and I really like.

    Post edited by SGatton on
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