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T_T I still got the lump.
The lump loves me.
Here's what I did:
1. Select only the Hijab {remember mine was just made, with no attached dforce simulation things}.
Ok, I select the hijab. No dforce simulation. Cleared.
2. On the Parameters Tab find the hidden used morph which is for the head.
{or if is only 1 shape that's fine, then select that one} It is a "generated morph." Zero it. {don't mind what it looks like now}
Ok, I went to the burger menu > preferences > Show Hidden Properties
I Found the head morph: MWHelena_head_bs_Head
I dialed to 0%
3. Right-click on the dial and click on "Edit" to toggle on edit mode.
Ok. Did it.
4. Click on the tog wheel and click on Parameters.
Ok. Did it
5. Find 'the name' and copy that info {might want to paste it into notepad}.
Ok, the name is MWHelena_head_bs_Head
I copied it to notepad
6. RENAME that generated morph. {I also rename the label so it's easy to identify later on}{Give it something sensible like "don't save" or "delete"}
Ok, rename the name and label to : del
7. Now bring in the new shape to make the morph.
Ok, I use morphloader pro.
8. Paste in the name or type it in "exactly" the same as the generated morph had been named.
Ok. Here's the pic:
9. It should 'pop' to 100%, if it doesn't dial it in.
If it's a keeper, wonderful.
Ok, It's 'pop' to 100%
But still it has the same lump :(
I'm pretty sure it has no lump on Blender
The back side that got fixed looks the same. Why only the top of the head that's so naughty.
And are you starting with an Hijab that was modelled to the default shape of G9 first. Saved that first. Then doing all of the above?
I don't have https://www.daz3d.com/mw-helena-for-genesis-9 atm, so can't dial that in to see what's going on. Maybe there's some other control morph in play that's affecting the end result.
In which case, after polishing and saving what you have, simply make one more morph to dial in manually when putting the Hijab on this character. Many hairs and hats have additional fit adjustment morphs made to accomodate general adjustments.
Mmmm.... do you mean by default as the non gender G9 shape?
or as the feminim dial put to 100%?
I put the feminim dial to 100%
Then I modeled the hijab.
Save the hijab as wearable. Then put it on Helena.
Then... do all your steps before polishing. I haven't done any polishing. cos when do the morph loader pro, the lump still there.
(I'll give you a video to reproduce the issue and show how to fix it...)
Pls check this and give it a try: https://mega.nz/file/XfoiDSYC#ILRBDD0LnIn30ts1BFvoZXAr8pbm9dZka-J5wa1jE60
And how to reverse Feminine Head Morph and Updating Base Geometry with Draping Result : https://mega.nz/file/qGAzwBQb#f1IeaSk2U81g2mRUeKI1HHz9L0Y_6e52ZeKvin9ivA0
Yes, moving forward, making the garment on the default, gender neutral, G9 is preferable. After a garment is made and saved, then additional figures are dialed into G9 and fix-it replacement morphs are made if/when/as necessary. Not every character would necessarily require a replacement fixit morph as "auto-follow" tends to work quite nicely {esp. if going to be using a dForce simulation anyhow}.
By the by, women might be wearing a tight fitting head covering underneath their hijabs esp if using a style that juts up and/or out at the front to any degree. It's a very serious matter that they show "no" hair. And this is where we shall leave these comment as nothing more needs to be said about it ;-)
Those were interesting videos, always nice to see how other people do things.
One major something I noticed though is that it seems that finally [at least in the edition of D/S that you're using] they fixed the .obj export. So for those working with whatever edition it is I'm still using ... remember to hide "everything" that is not to be exported. If one forgets the morph will not happen as the G9 figure [in these examples] would be included along with the hijab.
Yea, I just recalled that you're using an older DS version...
@crosswind.
Thank you for making videos explaining things.
I have look at it a couple of times, and will try it to get better understanding after meeting my deadline with other stuffs.
@Catherine3678ab
Yea, I made a bonnet to 'cover' the front hair
and a backhead to mimic a hair bun that long hair woman usually have.
A bonnet itself has its own challenge.
I use a method of making a shell and make a cutout opacity uisng black and white image.
But untill now I made one with a lot of struggles.
'Cos in any texture painter software I can get my hand on (blender, quixiel mixer, agama, armorpaint, substance painter), none have the tool to draw a smooth curve (you know like in photoshop with beziers). I have to paint with hand and then fix it in photoshop just to make the edges right as possible.
I also tried to make a cutout opacity just by following the existing face topology to 'carve' it which is not ideal.
Well, it's for another day. One problem at a time.
I was a bit lost in the your 'Product folder' since I have nearly zero knowledge about a 'real hijab' but now I get it. Good thinking and design
IF one has provided enough tessellation lines to allow for those curve seams to exist, one can export out an .obj and make a bunch of surfaces in your modeller. Export out that new .obj to get the new surface areas each on their own template. These use these in your image editor to texture the various sections. Or use the .obj in one of those other programs to paint on the individual surfaces. Once done, the finished textures can be applied to the existing model in D/S. [just be careful not to change the real uv settings]