Genesis 9 clothing questions & answers

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  • nonesuch00nonesuch00 Posts: 18,131
    edited October 2022

    I am having trouble with setting the Base shape for either male or female G9.

    a) Select a G9 in the scene tab.

    b) Switch to the G9 Dev Tools v 0.3 I docked

    c) Set G9 Base Shape

        i) Sometimes, if I adjust morph sliders, it will say "Restore from G9 Feminine||Masculine" otherwise it's gonna let me choose G9 Male Base or G9 Female Base

        ii) Trouble is, when I scroll down the Parameters tab the "Base Feminine Head" and "Base Feminine Body" or "Base Masculine Head" or "Base Masculine Body" are not set at 100% but 0% as I was expecting.

    Is that the correct behavior for those mentioned in ii, to be set to 0%?  

    I see you have made available tutorials so I will take a gander. Thanks very much.

    Post edited by nonesuch00 on
  • Catherine3678abCatherine3678ab Posts: 8,342
    edited October 2022

    Mada, I think you have the most patience of any person I've ever encountered. The tutorials are quite thorough, thank you again :-)

    Post edited by Catherine3678ab on
  • DiomedeDiomede Posts: 15,169

    Catherine3678ab said:

    Mada, I think you have the most patience of any person I've ever encountered. The tutorials are quite thorough, thank you again :-)

    +1

  • Mada said:

    I just made public a lot more videos on my channel, mainly to do with creating for Genesis 8 - but Genesis 9 use exactly the same principles :)

    https://www.youtube.com/playlist?list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF

    Thanks for the videos, they will be very helpful in my journey of creating clothing for Genesis 9
    Meanwhile, I was watching your video about making JCMs for pants, number 4 and you use an script called "Multi Dimensional Property Setup" to set-up the JCM for the both thighs at -90. Is it a paid or a free one ? It really would make my workflow easier.... 
    Anyways, thanks for the generosity of releasing the videos....

  • Catherine3678ab said:

    Mada, I think you have the most patience of any person I've ever encountered. The tutorials are quite thorough, thank you again :-)

    This.... +1

    Mada is a gift from the heavens! :)

  • MadaMada Posts: 1,991

    nonesuch00 said:

    I am having trouble with setting the Base shape for either male or female G9.

    a) Select a G9 in the scene tab.

    b) Switch to the G9 Dev Tools v 0.3 I docked

    c) Set G9 Base Shape

        i) Sometimes, if I adjust morph sliders, it will say "Restore from G9 Feminine||Masculine" otherwise it's gonna let me choose G9 Male Base or G9 Female Base

        ii) Trouble is, when I scroll down the Parameters tab the "Base Feminine Head" and "Base Feminine Body" or "Base Masculine Head" or "Base Masculine Body" are not set at 100% but 0% as I was expecting.

    Is that the correct behavior for those mentioned in ii, to be set to 0%?  

    I see you have made available tutorials so I will take a gander. Thanks very much.

    Make sure you are on the latest version of DS - 4.21 if you're having issues. It includes scripting API additions used by various scripts (e.g., makeup system presets, developer tools, etc)

  • MadaMada Posts: 1,991
    edited October 2022

    Gregory said:

    Mada said:

    I just made public a lot more videos on my channel, mainly to do with creating for Genesis 8 - but Genesis 9 use exactly the same principles :)

    https://www.youtube.com/playlist?list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF

    Thanks for the videos, they will be very helpful in my journey of creating clothing for Genesis 9
    Meanwhile, I was watching your video about making JCMs for pants, number 4 and you use an script called "Multi Dimensional Property Setup" to set-up the JCM for the both thighs at -90. Is it a paid or a free one ? It really would make my workflow easier.... 
    Anyways, thanks for the generosity of releasing the videos....

    Distributed with permission from Daz, all credit goes to them :) Please don't share the scripts.

    Download from https://www.dropbox.com/s/mm90pi1jy4ye8iz/DazStudioScripts.zip?dl=0 for now

    Post edited by Mada on
  • memcneil70memcneil70 Posts: 4,115

    @Mada, Thank you so much.

    Before G9 launched I just got back into studying Marvelous Designer and working on a tutorial. With G9, I will continue my goal to learn clothing creation finally. This thread and your guidance is incredible and inspiring. 

    I also appreciate the questions others are asking, as I can see what an advanced creator can run into, and can refer back to it.

    You all have already solved some of my problems in G9.

    Mary

    PS, does anyone else notice an hour in MD, used 10GB of internet? The five hours I spent one day in MD, took up 50 GB on my internet ration. (We have 1297GB a month and I try to budget the use over two people, 15 devices, three websites maintained, and still downloading from DS on one computer my files.) I was a little shocked at the usage MD needed.

  • MadaMada Posts: 1,991

    I'm glad this is useful :)

    The credit is not all mine though -  thanks goes to the Daz staff who has been absolutely wonderful and gracious in answering questions, and to Daz itself who paid for the time in creating the tutorials.

  • Mada said:

    Gregory said:

    Mada said:

    I just made public a lot more videos on my channel, mainly to do with creating for Genesis 8 - but Genesis 9 use exactly the same principles :)

    https://www.youtube.com/playlist?list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF

    Thanks for the videos, they will be very helpful in my journey of creating clothing for Genesis 9
    Meanwhile, I was watching your video about making JCMs for pants, number 4 and you use an script called "Multi Dimensional Property Setup" to set-up the JCM for the both thighs at -90. Is it a paid or a free one ? It really would make my workflow easier.... 
    Anyways, thanks for the generosity of releasing the videos....

    Download from https://www.dropbox.com/s/mm90pi1jy4ye8iz/DazStudioScripts.zip?dl=0 for now

    Thank you so much for the script!! You really are a gift from heaven!!! 

  • barbultbarbult Posts: 24,244
    edited October 2022

    memcneil70 said:

    @Mada, Thank you so much.

    Before G9 launched I just got back into studying Marvelous Designer and working on a tutorial. With G9, I will continue my goal to learn clothing creation finally. This thread and your guidance is incredible and inspiring. 

    I also appreciate the questions others are asking, as I can see what an advanced creator can run into, and can refer back to it.

    You all have already solved some of my problems in G9.

    Mary

    PS, does anyone else notice an hour in MD, used 10GB of internet? The five hours I spent one day in MD, took up 50 GB on my internet ration. (We have 1297GB a month and I try to budget the use over two people, 15 devices, three websites maintained, and still downloading from DS on one computer my files.) I was a little shocked at the usage MD needed.

    How are you connected to MD? Steam, Subscription, Perpetual? That might have something to do with it.

    Edit: Did you elect to download all the MD library stuff like fabrics, garments, etc.? If so, maybe it was related to that and not normal usage.

    Post edited by barbult on
  • memcneil70memcneil70 Posts: 4,115

    Perpetual. To my knowledge I haven't downloaded any library stuff at all. I was following Dark Edge Design's 'Marvelous Designer Video Tutorial', and the first day I totally screwed up the pants. The next day, I smoked them the first try and then went on to 2 of 6. Was going to work on 3 of 6, but G9 dropped the next day. Some of it is a great refresher of the course I took when I first download MD 9, some is new. But MD 11 has some tricks I am teasing out. And I only have a few hours I can work on this every morning, I just wear out physically. Slow recovery from surgery.

  • How awesome!

  • RAMWolffRAMWolff Posts: 10,212

    Mada said:

    Pendraia said:

    That was it Gordig...my poor old brain is a bit slow this afternoon. Took it into zbrush and adjusted for the base and it works beautifully

    If you watch this video it explains how to get the base shape from the female shape right in DS :)

    That's really amazing Mada.  MUCH easier to make clothing now it seems.   

  • AllenArtAllenArt Posts: 7,169

    RAMWolff said:

    Mada said:

    Pendraia said:

    That was it Gordig...my poor old brain is a bit slow this afternoon. Took it into zbrush and adjusted for the base and it works beautifully

    If you watch this video it explains how to get the base shape from the female shape right in DS :)

    That's really amazing Mada.  MUCH easier to make clothing now it seems.   

    Wow, that's pretty slick :) 

  • MadaMada Posts: 1,991

    RAMWolff said:

    That's really amazing Mada.  MUCH easier to make clothing now it seems.   

    Yes, the team spent a LOT of time to make it easier to create outfits :) Rigging is pretty darn good too using the templates.

  • RAMWolffRAMWolff Posts: 10,212

    You are so generous with your time and your talents.  Thank you again!  HUGS 

  • DiomedeDiomede Posts: 15,169

    RAMWolff said:

    You are so generous with your time and your talents.  Thank you again!  HUGS 

    +1

  • DiomedeDiomede Posts: 15,169

    I am not sure if this has already been covered.  Sorry if a repeat.  When using Marvelous Designer to make the initial clothing mesh, do you use an external program like ZBrush or Blender for retopology?  Or do you use retopology in Marvelous Designer?  Or do you use the MD initial draping mesh?  I have an old pre-subscription version of MD so my in-program options are limited.  I don't like my version's initial mesh because it is hard to make sensible shading domains.  My version's retopology does a bad job near edges and seams.

  • MadaMada Posts: 1,991

    There's a lot of different methods, I have used the retopo in Marvelous Designer but I can do it much faster in Modo so do it there instead in the topology room. I'm a mesh snob I confess, so I retopo by hand to have complete control on the material zones and loop flow. As far as I know most users either use ZBrush or Blender and that works fine.

  • DiomedeDiomede Posts: 15,169

    Mada said:

    There's a lot of different methods, I have used the retopo in Marvelous Designer but I can do it much faster in Modo so do it there instead in the topology room. I'm a mesh snob I confess, so I retopo by hand to have complete control on the material zones and loop flow. As far as I know most users either use ZBrush or Blender and that works fine.

    Thank you.  Repeat again, your generosity is most appreciated.  And your patience has been...  I don't even know a superlative worthy of it.  heart

  • memcneil70memcneil70 Posts: 4,115

    Worth all of us hoping she is able to buy a lottery ticket with an incredible amount and win big!

    Because we can't take her out to dinner that easily. So send positive thoughts. laugh

  • MadaMada Posts: 1,991

    I really do appreciate that - pay it forward and spread positive thoughts on the forum haha

    I do feel like I already won the lottery though, I'm doing what I love, with a great company and co-workers... I really can't ask for more :)

  • MadaMada Posts: 1,991

    Here's the missing explanations for the Utilities dev tools :)
     

    Texture Convert : Single UDIM to Multiple
    The script is for texture artists...it was easier for our texture artists to work on a single 16k or 8k image so they would export G9 with the single UDIM, texture it, then once they are done they run this script on their images and it breaks them back out into multiple images for use with the multi UDIM UV

    Adjust Eye Rigging
    If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shape

    Save current pane info
    Saves the position and size of the floating pane

  • Mada said:

    Here's the missing explanations for the Utilities dev tools :)
     

    Texture Convert : Single UDIM to Multiple
    The script is for texture artists...it was easier for our texture artists to work on a single 16k or 8k image so they would export G9 with the single UDIM, texture it, then once they are done they run this script on their images and it breaks them back out into multiple images for use with the multi UDIM UV

    Adjust Eye Rigging
    If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shape

    Save current pane info
    Saves the position and size of the floating pane

    Thank you! These will be handy indeed.

  • TimotheusTimotheus Posts: 245

    Mada said:

    There's a lot of different methods, I have used the retopo in Marvelous Designer but I can do it much faster in Modo so do it there instead in the topology room. I'm a mesh snob I confess, so I retopo by hand to have complete control on the material zones and loop flow. As far as I know most users either use ZBrush or Blender and that works fine.

    I have heard that the default MD mesh works better with dForce in DS than a refined, uniform mesh. Is there any truth in that? 

  • barbultbarbult Posts: 24,244

    @Mada, thank you for the extra scripts from Daz. What/where are the "makeup system presets" that you mentioned on October 25th?

    Does "Save Current Pane Info" work for you? My interpretation of your description was that it would remember the position and size of the G9 Dev Tools v0.3 floating pane, but it does not. If I close the pane and reopen it, it does not retain either the position or size that it was when I set it with "Save Current Pane Info". Did I misunderstand what it is supposed to do?

    Thanks for all the help you are giving us.

  • MadaMada Posts: 1,991
    edited October 2022

    Timotheus said:

    Mada said:

    There's a lot of different methods, I have used the retopo in Marvelous Designer but I can do it much faster in Modo so do it there instead in the topology room. I'm a mesh snob I confess, so I retopo by hand to have complete control on the material zones and loop flow. As far as I know most users either use ZBrush or Blender and that works fine.

    I have heard that the default MD mesh works better with dForce in DS than a refined, uniform mesh. Is there any truth in that? 

    Nope. Dforce simulations work better with square polygons, doesn't have to be uniform as long as it has 4 sides so it pushes out evenly against neighbouring polygons during a sim.

    The other much better reason for polygons instead of triangles is you probably still want to autofit and rig your outfit. Polygons are way easier to weightmap, works better with SubD and smoothing - there is much less hassle with polygons all round. 

    Post edited by Mada on
  • MadaMada Posts: 1,991
    edited October 2022

    barbult said:

    @Mada, thank you for the extra scripts from Daz. What/where are the "makeup system presets" that you mentioned on October 25th?

    Does "Save Current Pane Info" work for you? My interpretation of your description was that it would remember the position and size of the G9 Dev Tools v0.3 floating pane, but it does not. If I close the pane and reopen it, it does not retain either the position or size that it was when I set it with "Save Current Pane Info". Did I misunderstand what it is supposed to do?

    Thanks for all the help you are giving us.

    I don't do characters so I don't know enough to talk about them, all I know is its there and the plan is for everything to keep io improving as updates in DS happens.

    I haven't tested Save Current Pane info really, I have it sitting on another monitor and close it down when I'm not using it to save on clutter. I'll test it a bit later :)

    Post edited by Mada on
  • PendraiaPendraia Posts: 3,598

    Thanks Mada for your generosity in helping us with this info and the extra scripts. 

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