Soul Sucker Commission

MJ007MJ007 Posts: 1,701

I LOVE this figure (https://www.daz3d.com/soulsucker) however, his private parts are a bit of an issue given his native geometry.  Therefore, im looking for someone to create a morph to hide those parts and if possible eliminate his butt crease.  

Any Takers?

-MJ

Comments

  • GatorGator Posts: 1,312

    @MJ007 - I'm willing to give it a shot, but I don't have the figure.  

    Seems odd that you can't remove anatomical bits, it does warn in the description - but you can't remove them?  

    It shouldn't be hard to morph them out, although the textures are going to get wonky in the morphed out area.  The vertices would get really compressed therefore compressing the texture, not sure you'll be able to do a lot about that part.

    You can see my stuff on my Deviant Art page, put in the website then /gator3d 

  • GordigGordig Posts: 10,173

    Just put some jorts on him.

  • GatorGator Posts: 1,312
    edited May 2022

    I was thinking about it doing some errands, it would be better to hide the area and make a blank geograft over the area.  But I don't know how to do geografts or how much time is involved with that.

     

    Or some sci-fi jorts, LOL

    Post edited by Gator on
  • MJ007MJ007 Posts: 1,701
    edited May 2022

    Gator said:

    @MJ007 - I'm willing to give it a shot, but I don't have the figure.  

    Seems odd that you can't remove anatomical bits, it does warn in the description - but you can't remove them?  

    It shouldn't be hard to morph them out, although the textures are going to get wonky in the morphed out area.  The vertices would get really compressed therefore compressing the texture, not sure you'll be able to do a lot about that part.

    You can see my stuff on my Deviant Art page, put in the website then /gator3d 

    Simply put, No.  "Removing them" only removes portions, and leaves a little geometry remainding.  Only way to remove it,  is to remove the entire pelvis.

    Id be will to deal with the distorted etexture in the hip region if it was morphed out competely.  Given the chaoticness of the native texture anyway, I dont think the morphed region would look that bad unless u were zoomed into it.  And given i know this area is morphed, would do my best t pose him in a manner in which you really couldnt focus on it.

    Omw to check your DA page out. 

    -MJ

    Post edited by MJ007 on
  • MJ007MJ007 Posts: 1,701
    edited May 2022

    I hope this doesnt get deleted since the privates are removed, but this is the end result of "hiding" the privates geometry.

    -MJ

     

    SSNoPrivatesUNTEXTURED.jpg
    1545 x 918 - 430K
    Post edited by MJ007 on
  • MJ007MJ007 Posts: 1,701

    Gator said:

    I was thinking about it doing some errands, it would be better to hide the area and make a blank geograft over the area.  But I don't know how to do geografts or how much time is involved with that.

     

    Or some sci-fi jorts, LOL

    I actually think geografting is a better solution also, but then again, i think that brings up a texture issue as im sure the grograft uses a texture map all of its own.  Thats why i said, the seemingly "best" option is to morph it and just deal with the morphed results.

    Im even working with a garment that i think would work fine if the area was morphed to be smooth, but still needed covering due to the map being stretched.

    -MJ 

  • Richard HaseltineRichard Haseltine Posts: 102,379

    MJ007 said:

    I hope this doesnt get deleted since the privates are removed, but this is the end result of "hiding" the privates geometry.

    -MJ

     

    Please use an untextured Drawstyle

  • MJ007MJ007 Posts: 1,701

    Richard Haseltine said:

    MJ007 said:

    I hope this doesnt get deleted since the privates are removed, but this is the end result of "hiding" the privates geometry.

    -MJ

     

    Please use an untextured Drawstyle

    Ok.  Done.

    -MJ 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,513

    could you flatten it with the smoothing brush in Hexagon and send it back as a morph?

  • MJ007MJ007 Posts: 1,701

    WendyLuvsCatz said:

    could you flatten it with the smoothing brush in Hexagon and send it back as a morph?

    Not familiar with Hexagon myself, but i would love if someone gave that a try if that'll solve my problem. 

    -MJ

  • Catherine3678abCatherine3678ab Posts: 8,387

    Product page says this is a .cr2 "Character (.CR2)"  Geografts are not made for .cr2 files, just the .duf figures.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,513
    edited May 2022

    MJ007 said:

    WendyLuvsCatz said:

    could you flatten it with the smoothing brush in Hexagon and send it back as a morph?

    Not familiar with Hexagon myself, but i would love if someone gave that a try if that'll solve my problem. 

    -MJ

    I don't own it but looking at it I am wondering why I didn't ever buy it as I generally grab the creepy creatures .

    As for redistributing a morph on a legacy standalone figure, that is difficult as it needs deltas and I have never myself been able to use the ExP exporter to create deltas for figures without empty channels, obviously it can be done but I have no idea how even if I had it.

    I can only use morphloader and that requires a nonredistributable modified mesh.

    Post edited by WendyLuvsCatz on
  • MJ007MJ007 Posts: 1,701

    WendyLuvsCatz said:

    MJ007 said:

    WendyLuvsCatz said:

    could you flatten it with the smoothing brush in Hexagon and send it back as a morph?

    Not familiar with Hexagon myself, but i would love if someone gave that a try if that'll solve my problem. 

    -MJ

    I don't own it but looking at it I am wondering why I didn't ever buy it as I generally grab the creepy creatures  

    Its an amazing "creepy figure"... thats for sure!

    -MJ 

  • WonderlandWonderland Posts: 7,027

    Have you tried deleting it with the geometry editor? 

  • StezzaStezza Posts: 8,221
    edited May 2022

    I know it probably doesn't help but I did this in Carrara in just a few minutes... so a morph should be able to be done via Hexagon easily enough yes

    and just in case,,,, 

    soulsucker.png
    640 x 480 - 147K
    soulsuckerII.png
    640 x 480 - 145K
    Post edited by Stezza on
  • mwokeemwokee Posts: 1,275
    I would think a quick and easy fix in Photoshop? But not a good option if doing animation.
  • MJ007MJ007 Posts: 1,701

    mwokee said:

    I would think a quick and easy fix in Photoshop? But not a good option if doing animation.

    This is a primary figure for a storyline and crtain scenes will be loaded with them.  PS wouldnt be a good option for me.
    Fortunately i am working with someone on getting these morphs i want.  

    -MJ 

  • GatorGator Posts: 1,312

    I've been helping out MJ007 with this.  He's having an issue importing the morphs, I believe it is due to that he is using Studio 2.3.  I'm guessing that the process to import a morph is slightly different than with 4.x, but I have never used Studio 2.x so I don't know.  If he imports the OBJ, then adds morphs to the OBJ it works fine on the OBJ.  With Studio 2.3 and the morph loader, there is no "Reverse Deformations" option.

     

     

    DS2.3 Morph Loader.jpg
    415 x 425 - 47K
  • Richard HaseltineRichard Haseltine Posts: 102,379

    Gator said:

    I've been helping out MJ007 with this.  He's having an issue importing the morphs, I believe it is due to that he is using Studio 2.3.  I'm guessing that the process to import a morph is slightly different than with 4.x, but I have never used Studio 2.x so I don't know.  If he imports the OBJ, then adds morphs to the OBJ it works fine on the OBJ.  With Studio 2.3 and the morph loader, there is no "Reverse Deformations" option.

    1. Load the pre-edit OBJ, the one that was exported for modification, as a new morph and set it to -100%
    2. Load the modified OBJ as a moprh and set is to 100%
    3. Export that as an OBJ and close without saving (you don't want the temporary morphs)
    4. Load the exported morph and you will have only the changes made, as with reverse deformations.

     

  • MJ007MJ007 Posts: 1,701
    edited May 2022

    Richard Haseltine said:

    Gator said:

    I've been helping out MJ007 with this.  He's having an issue importing the morphs, I believe it is due to that he is using Studio 2.3.  I'm guessing that the process to import a morph is slightly different than with 4.x, but I have never used Studio 2.x so I don't know.  If he imports the OBJ, then adds morphs to the OBJ it works fine on the OBJ.  With Studio 2.3 and the morph loader, there is no "Reverse Deformations" option.

    1. Load the pre-edit OBJ, the one that was exported for modification, as a new morph and set it to -100%
    2. Load the modified OBJ as a moprh and set is to 100%
    3. Export that as an OBJ and close without saving (you don't want the temporary morphs)
    4. Load the exported morph and you will have only the changes made, as with reverse deformations.

     

    Ok, question... The Pre-Editted OBJ at 100% is TINY in comparision to the editted OBJ.   I use the Poser preset of 1 unit = 8ft.  This is something that was raised in the beginning.  
    When i go to step2 to load the modified OBj, using the same preset, its set to 24384%.  Doing this generates the message: "One or more of the files loaded had no effect".

    What do I do?

    -MJ

    Post edited by MJ007 on
  • MJ007MJ007 Posts: 1,701

    Scaling the native figure up to 24384% yielded the same results.

    I also think this method sound like it will only result in the OBJ only having the obj morph and none of the native morphs or posability of the original figure. 
    What im looking to accomplish is to use the native figure with the ADDED morphs @Gator created. 

    -MJ

  • Richard HaseltineRichard Haseltine Posts: 102,379

    The import settings in Morph Loader must balance the export settings - it sounds as if it was exported using the Daz Studio settings and imported using the Poser settings.

  • MJ007MJ007 Posts: 1,701

    Richard Haseltine said:

    The import settings in Morph Loader must balance the export settings - it sounds as if it was exported using the Daz Studio settings and imported using the Poser settings.

    The exported OBJ isnt the issue.  I can do everything fine with the exported OBJ.... with the exception of posing it in any way, or using any of the native morphs.

    -MJ

Sign In or Register to comment.