Saving changes to Materials that include redefined Surfaces

mmdestinymmdestiny Posts: 77

Hey folks.  I might be having a brain fart here, but what is the correct way to save a change to a product's characters that also redefines/adds Surfaces?  Material Presets simply capture changes to the Material parameters of the current Surface set.

Ex.) I don't like the tongue settings of most G8 products, but it is a part of the Mouth surface, so I like to define a separate surface for the tongue.  How would I save this?  I want something that can be applied and removed, not a scene subset.

Ex2.) I've got a piece of clothing where the creator made some very questionable Surface definitions based on polys to "draw" the trims in (resulting in really jagged or inconsistantly sized material borders) where a single Surface and trims drawn on the maps would have been infinitely easier and better looking.  I went and did this myself by creating a combined new Surface, deleting the old surfaces, and painting new maps.  I don't want to overwrite the product assets, but I'm not sure how best to create separate assets.  If I just saved a new Figure/Prop asset, would everything else (morphs, etc) carry over?  I know for sure material presets wouldn't work on this new asset for the reasons mentioned before (mismatching Surfaces)

Post edited by mmdestiny on

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,781

    Save a Character Preset and use that to load a new figure (don't apply it to an existing figure, unless it has the same regrouping already).

  • mmdestinymmdestiny Posts: 77
    edited July 16

    Richard Haseltine said:

    Save a Character Preset and use that to load a new figure (don't apply it to an existing figure, unless it has the same regrouping already).

    Yep, brain fart as expected.  Thanks.

    And example 2 solution was just a wearable preset - surface poly definition changes follow in that file structure.

    Post edited by mmdestiny on
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