how to make each finger nail have its own material-g8f
VicS
Posts: 1,273
how to make each finger nail have its own material-g8f
thanks
Post edited by VicS on
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They just depend on texture map on Fingernails surface. You may retouch the map by using Ps, like this:
there is not a way to give each nail a zone in surfaces by using the geometry editor or other tool, only possible way is through using PS oir gimp file?
What are you trying to do? You can certainly use the Geometry Editor to split the hails down into separate groups - for example, use the Marquee select mode in Wireframe DrawStyle to select thee nd of the finger (which will get nail and skin) then in Tool settings click the - next to any skin groups that are partially selected so that you have one nail seelcted, right-click in Viewport>Geometry Assignment>Create Surface From Selected, and give it a name.
I will be able to access each individual nail for every new g8f or just on the one I am working on, .....what is the process to save them for future use?
thanks
You can save the figure as a Subset or a Figure Asset (with Write Geometry Definitions only! Do NOT overwrite Base Figure product!). However I really see no necessity of doing so... In your way, there'll be 10 seperate surfaces of fingernails but they'll still use the same texture map... Are you sure you really wanna do so? And you still have to use Ps or Gimp etc to retouch the texture map unless you only wanna give the nails a pure color with no texture maps...
ok so it does sound like what I wanted to do is too complkcated, thanks for all the replies
What I would like to do is have the ability to make some fingernails short (say index and middle finger), while leaving the rest long. It is a style that exists.
It's doable, by using modeling / sculpting software...
Surfaces have no connection to morphs. If you have a non-HD morph that affects all nails and you want to make a version restricted to one nail there are several options, from free (export a base resolution, zeroed figure with the morph applied as OBJ, make a copy for each nail you want to affect and name it accordingly, then in DS use the method in my previous post to select a nail and add a dFormer, then weight it so it affects only one nail; use Morph Loader Prop to load all of the individual nail OBJs and for each one in the Attenuate otpions select the dFormer for the matching nail) to the non-free but more convenient https://www.daz3d.com/shape-splitter . You can then save the results using File>Save As>Support Assets>Morph Asset to make them available for all characters using that figure. Remeber that you cannot share the split morphs as they are derivastives of the original shape.