Need help with making outfit for genesis2!!
peninshullahorn
Posts: 26
Hi, I really need help with making an outfit for genesis2 female.
I'm making an business suit for this particular character, and it looks okay when I fit it to the gen 2 female base mesh, but it keeps deforming when I apply the morph for that particular character.
Is there any tips and tricks to avoid this? I want to make sure this outfit looks best when the morph is applied. There should be a way, since outfit sold in the DAZ market don't suffer from this kind of problem, I wonder how they do it!
Comments
I would imagine they create custom morphs for some of the characters.
This is done by sending a base resolution version of the outfit to a modeller with the shape you want to create.
Any modeller can do this. I normally use zbrush and I ensure the outfit isn't fitted to the character as that way the original outfit will go to the modeller. I dial in the character I'm creating the morph for and once I've changed the resolution to base on the outfit I send them both to zbrush.
I think content creation for clothes is a complex process. Using the built-in Transfer Utility to autorig clothes will be imperfect, particularly for clothing that is fitted loosely to the base mesh. This is because Transfer Utility will transfer weights or whatever based on nearby geometry at time of Transfer, so the auto transfer works better for tightly conforming clothing.
If you are morphing the character too, that can mess with clothing, so some outfits will have additional morphs that can be dialled in manually or kick in automatically, driven by the morphs applied.
If you are making soft-clothing content for yourself, it's much easier to just make or buy clothing for marvelous designer and drape it in Marvelous Designer than it is to try and make something for Daz Studio that requires rigging and weighting and morph correction and so on.
Edit: Some quick fixes in Daz Studio like dialling in fit helper corrective morphs or editing the mesh with mesh grabber could help, but depends on the extent of the fitting issue you are experiencing
It really doesn't have to be all that complex, depending on your modeller. I'm also a huge fan of ZBrush and with clothing you can literally mask out the areas which you want to cover on your figure and then generate a mesh from that mask itself (just be sure to set up proper customizations like thickness and such). This can give you a really good and somewhat easy way to get started, especially because you'd have already covered the shaping part (more or less).
Add dforce to the items, and simulate, stopping the simulation after a fraction of a second is useful way of getting round all sorts of issues and avoiding the actual draping part of the simulation; it can be useful for avoiding blow ups too.
Me too! I love Zbrush so easy to use however you make the clothing.
That said making the clothing is the easy part.
As someone has already said autotransfer doesn't always work as well as it should. A lot depends on the templates you use. A lot of PA's create their own templates to make their process easier.
So even once you have a rigged item fitted to the figure you still need to test each movement and see how it affects it. You then would look at any issues and try first to fix it using weightmapping but there are some issues that like others have suggested require custom morphs that are linked to the movement of a specific joint and custom morphs would be needed for those.
Once the garment is weight mapped satisfactorily you still need to check character morphs and see if any need a custom morphs.
This is a long and at times very boring process of testing and retesting. How much of this you do depends on the end use of the garment. If it's for your personal use you only need it to work well for whatever render you're using it in and can probably ignore a lot of this, especially if you're using it in conjunction with dforce.
If you're doing it as a freebie you need to make sure it works reasonably well but if you want to sell the item it needs to be as perfect as possible.
if it's static not for an animation... just model it on the character you want to wear it in the pose you want.
As I recall I made a backpack or imported a found object and just stuck it on the characters back when the character was posed... so the backpack didn't need anything to conform it to the character.
Hey guys thanks so much for your awesome advice! I'll have to try everything written here.... and btw below is the actual outfit I'm having trouble with. One above is the outfit applied on a the basic gen 2 female figure, and below is the one with the body morph applied.
https://drive.google.com/file/d/1D1Qwaxy8hQUHCELwXpiEPU1NuOPSX6e9/view?usp=drivesdk
As you can see, the morph makes the collar deformed, and that's where I want the fix for.
Is this an easy fix for you guys, or is this going to be quite complicated? Out of all sorts of fixes written above I'm very curious how would you guys work on this one!
I would fix it by creating a custom morph.
The process I would use load both the figure and the item.
Make sure the item was at base resolution and also not fitted to the figure.
I'd then send via the bridge to zbrush.
I'd use the scale function to increase the size if need or the move brush. Lots of tricks I use in zbrush to make sure it comes out nicely using masking in conjunction with the deformation menu. Especially the polish functions which gives more control than just using the shift key to smooth.
Then in Daz studio I'd use fit to with the zeroed figure. Make sure to remove the character morph first so you don't create an autofollow morph.
Then when you've done your custom morph send it back to ds and ensure that you call it by the same name as the character morph. You can find this in the parameters tab under currently used on the figure.
Then dial the character in and it should autofollow.