Casual Outfits for Genesis 8 Male - as a single piece - is this possible?

So I am using this item -

https://www.daz3d.com/casual-outfits-for-genesis-8-males

When I put the item on the figure, it arrives as ONE SINGLE PIECE, as in SHIRT+PANTS+SHOES.

Even in the surfaces tab, there is no distinction between each piece of garment. Like, you cannot Opacity remove the shoes, shirt or pants to kitbash, etc....

The clay promo shows entire suits, assembled, which looking at how it works, is pretty accurate.

I have never seen this before for wardrobe and did not know this was possible.

Usually, this shows up in set pieces where that infamous vendor sells a "living room" and it's one big glued together mesh, so to speak.

For this (new) system of single-piece-wardrobe ....

The PROS seems to be visual quality. They look great. I love the wrinkles and details and no dForce needed.

The CONS seem to be the lack of kitbashing and customization, like opening the shirt, shirt outside of pants...adjusting XXXX...really anything. It has Actor adjustments for Crotch and overall Size.

------

I find it weird to NOT be able to remove or mix and match any clothing item. 

Anyone seen this before and/or am I just late to the party and this has been a thing?

( I think my new fantasy is this look, but still keep the clothing as separate items)

Comments

  • PrefoXPrefoX Posts: 252

    thats the advantage and disadvantage of scanned geometry.

  • FSMCDesignsFSMCDesigns Posts: 12,774
    edited January 2023

    PrefoX said:

    thats the advantage and disadvantage of scanned geometry.

    Exactly. If you look at the other products by this PA (Polygonal Miniatures) they are all like this

    Post edited by FSMCDesigns on
  • With something like this you can probably make a transmap for various parts. I am not sure how well somet things would work but they might be good enough.

  • Blando CalrissianBlando Calrissian Posts: 566
    edited January 2023

    With a little Blender work it's possible to split the pieces up into their respective parts, then import them into Daz and tweak with Mesh Grabber

    The most difficult thing is that the texture is superimposed over the top of the mesh, so you would have to adjust the UV mapping (or create your own from scratch) in order to get a jacket with a visible zipper or pants with visible pockets and seams.

    In this quickie example, I started with James sporting "Casual Outfit 01," imported just the outfit into Blender, deleted the jeans and t-shirt, then imported the sweatshirt it back into Daz and paired it with '50s Fab Jeans.' Red cloth shader is from Fabric Factory.

    (i didn't spend much time smoothing the rough cuts, but this is not hard to do in Blender)

    WARD1.JPG
    1622 x 1104 - 99K
    WARD2.JPG
    1455 x 1051 - 69K
    WARD2A.JPG
    1018 x 984 - 97K
    WARD3.JPG
    1573 x 1147 - 95K
    Post edited by Blando Calrissian on
  • LeanaLeana Posts: 11,812

    You could use the geometry editor to redefine the surfaces in DS.

  • Griffin AvidGriffin Avid Posts: 3,765

    Very good suggestions. I think the solution is going to be- to pay extreme attention to this system.

    It is pretty much an awesome shirt and pants, but not worth the effort for regular usability.

    I just need to be careful. Back to SUPER READING the descriptions.

  • SevrinSevrin Posts: 6,309

    The female version works the same, except that there's no footwear included. 3 dForce Vintage Outfits for Genesis 8 Female

  • ArtAngelArtAngel Posts: 1,782

    Griffin Avid said:

    https://www.daz3d.com/casual-outfits-for-genesis-8-males

    When I put the item on the figure, it arrives as ONE SINGLE PIECE, as in SHIRT+PANTS+SHOES.

    Even in the surfaces tab, there is no distinction between each piece of garment. Like, you cannot Opacity remove the shoes, shirt or pants to kitbash, etc....

    The clay promo shows entire suits, assembled, which looking at how it works, is pretty accurate.

    I have never seen this before for wardrobe and did not know this was possible.

    Usually, this shows up in set pieces where that infamous vendor sells a "living room" and it's one big glued together mesh, so to speak.

    For this (new) system of single-piece-wardrobe ....

    The PROS seems to be visual quality. They look great. I love the wrinkles and details and no dForce needed.

    The CONS seem to be the lack of kitbashing and customization, like opening the shirt, shirt outside of pants...adjusting XXXX...really anything. It has Actor adjustments for Crotch and overall Size.

     

     

    I find it weird to NOT be able to remove or mix and match any clothing item. 

    Anyone seen this before and/or am I just late to the party and this has been a thing?

    ( I think my new fantasy is this look, but still keep the clothing as separate items)

    I bought this

    Sevrin said:

    The female version works the same, except that there's no footwear included. 3 dForce Vintage Outfits for Genesis 8 Female

    Sevrin said:

    The female version works the same, except that there's no footwear included. 3 dForce Vintage Outfits for Genesis 8 Female

    And this too

    This is only a needle in a haystack. Maybe someone could start a thread named Unkitbashables . . .  it could be a huge thread.

     

  • GordigGordig Posts: 10,171

    Leana said:

    You could use the geometry editor to redefine the surfaces in DS.

    Theoretically yes, but I haven't taken a close look at the topology of these items, and since they're photoscanned, there might not be clean separations between the different articles of clothing, meaning that you might not be able to avoid getting bits of the shirt on the the pants and vice versa without more extensive geometry editing.

  • lilweeplilweep Posts: 2,550

    It really wouldnt take a vendor long to remesh and unwrap in Blender, then bake textures to new UV's.  That would seem like a bare minimum thing you could do with scanned assets.  QA seems to give polygonal miniatures a big pass. I saw their latest helmet product on the promos didnt even really fit properly to the figures...

    Regards to separating items, that would take a bit more work and would probably be impossible for some of the items (like tucked in shirts etc), given that they havent been scanned as separate photogrammetry objects.

    That said, polygonal Miniatures has a lot of nice separate scanned items on their website and artstation.  These are readily usable with transfer utility, and can drape well in Marvelous Designer since they are one single welded mesh.

  • MadaMada Posts: 2,016
    edited January 2023

    lilweep said:

    It really wouldnt take a vendor long to remesh and unwrap in Blender, then bake textures to new UV's.  That would seem like a bare minimum thing you could do with scanned assets.  QA seems to give polygonal miniatures a big pass. I saw their latest helmet product on the promos didnt even really fit properly to the figures...

    Regards to separating items, that would take a bit more work and would probably be impossible for some of the items (like tucked in shirts etc), given that they havent been scanned as separate photogrammetry objects.

    That said, polygonal Miniatures has a lot of nice separate scanned items on their website and artstation.  These are readily usable with transfer utility, and can drape well in Marvelous Designer since they are one single welded mesh.

    Having done exactly that with the jacket in this set : https://www.daz3d.com/-road-rash-for-genesis-8-and-81-females - my experience was its not quite as easy as that :)

    It took more time to retopo the jacket than it would have been to just make my own from scratch, because you have to accomodate the textures and quite often its all one mesh but users expect things like laces and buttons to be separate pieces. I thought I did a pretty good job with the jacket and still got raked over the coals in the forums lol

    edited to add : another issue I ran into was the outfit is really designed to do well with one texture set - the scanned one. Once you retopo users also expect several different texture sets to go with it - and those will never look as good as the scanned set.

    Post edited by Mada on
  • lilweep said:

    It really wouldnt take a vendor long to remesh and unwrap in Blender, then bake textures to new UV's.  That would seem like a bare minimum thing you could do with scanned assets.  QA seems to give polygonal miniatures a big pass. I saw their latest helmet product on the promos didnt even really fit properly to the figures...

    QA is about making sure the tiem dos what it says it will, it isn't about deciding if the features are good or bad - that is up to the product approval team, and presumably they felt these items had the potential to address a niche.

    Regards to separating items, that would take a bit more work and would probably be impossible for some of the items (like tucked in shirts etc), given that they havent been scanned as separate photogrammetry objects.

    That said, polygonal Miniatures has a lot of nice separate scanned items on their website and artstation.  These are readily usable with transfer utility, and can drape well in Marvelous Designer since they are one single welded mesh.

  • xyer0xyer0 Posts: 6,018

    I thought you did a GREAT job with it, especially since I had dealt with the Casual Outfits for Genesis 8 Males.

  • MadaMada Posts: 2,016

    xyer0 said:

    I thought you did a GREAT job with it, especially since I had dealt with the Casual Outfits for Genesis 8 Males.

    :) thanks!

  • I gave the Geometry Editor a shot. The results aren't bad as far as separating the jacket from the jeans and shoes. Here, I assigned the pants to a new surface, turned the opacity down to zero, and then added the 50s Fab Jeans again.

    Splitting the internal t-shirt from the sweatshirt would be a tougher job as the texture is just painted onto the mesh, and it would leave a lot of jagged edges behind.

    WARD5.JPG
    1799 x 1183 - 154K
    WARD6.JPG
    613 x 596 - 69K
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