UDIM Seam Genesis 8 in Substance 3d Painter

I need help, i have exported Genesis 8 Female with format .obj and i choose this option to export. 

https://imgur.com/a/WlnGyAR

Until i import to Subtance 3d Painter, it show the UDIM, i want to test the material and it show the seam between 1001 and 1002 and i see the 'face', 'ear' clearly shows the color of the material, but 'torso' it's the opposite, the color of the material appears faintly, not very clearly visible.

https://imgur.com/a/Q5wD02G

I don't know how to fix this problem, i spend a lot of time to find the solution, but the resuilts is not good.

Comments

  • lilweeplilweep Posts: 2,485

    I forgot how to use substance painter, but maybe this is due to different texel density of 1001 and torso.

    I notice you have triplanar projection, so it shouldnt really matter what the texel density is though.

    Perhaps ensure you bake mesh maps before adding material, and increase the project resolution to higher resolution?

  • crosswindcrosswind Posts: 6,902
    edited August 9

    AFAIK, the issue coming from the height effect cannot be avoided when filling or painting across UV tiles with different texel density...(with which the resolution was re-scaled when UV unwrapping). And especially... you cannot remake a UDIM UV set for a G8.X at the moment...

    You can fill / paint on UV tile separately and tweak the Height opacity... or add a Filter of Height Adjument and set different values on Torso layer, but the result won't be as good as expected...

    So to fix it quickly,  just turn off Height and use Normal instead (ss1).. and crank up Normal intensity as needed in Technical params (ss2).

     

    SNAG-2024-8-9-010.png
    2560 x 1392 - 2M
    SNAG-2024-8-9-011.png
    2560 x 1392 - 3M
    Post edited by crosswind on
  • I followed your instructions and it fixed.

    https://imgur.com/a/mkePAE1

    But when i zoom closer, i can see the the seam blur in "torso", contrary to "face", it show clearly the material.

    https://imgur.com/a/wXkkEEC

    While working through the steps, I don't know if I'm missing any steps.

    Can you help me, please?

  • lilweep said:

    I forgot how to use substance painter, but maybe this is due to different texel density of 1001 and torso.

    I notice you have triplanar projection, so it shouldnt really matter what the texel density is though.

    Perhaps ensure you bake mesh maps before adding material, and increase the project resolution to higher resolution?

    Actually i don't know how bake mesh maps to increase the project resolution to higher resolution, can you help me this step?

  • crosswindcrosswind Posts: 6,902

    florysmin03 said:

    I followed your instructions and it fixed.

    https://imgur.com/a/mkePAE1

    But when i zoom closer, i can see the the seam blur in "torso", contrary to "face", it show clearly the material.

    https://imgur.com/a/wXkkEEC

    While working through the steps, I don't know if I'm missing any steps.

    Can you help me, please?

    Ah... I didn't observe it with a close-up view. Frankly speaking, I don't know the root reason but I still think it's because of texel density coming from UV tiles of G8F. Maybe some Substance Pt expert can help to give a full resolution in this case.

    For the time being, I could only paint / fill on Face and Torso separately and used a Blur filter on Face to make them look identical AMAP. (ss1)

    However, if you use a G8.1F, you won't find any issue of this sort on Face and Head tiles. I'm not 100% sure but I think it might be one of the reasons that G8.1 has a separate Head surface in UDIM... (ss2)

    SNAG-2024-8-11-004.png
    2560 x 1392 - 3M
    SNAG-2024-8-11-005.png
    2560 x 1392 - 3M
  • crosswindcrosswind Posts: 6,902

    florysmin03 said:

    lilweep said:

    I forgot how to use substance painter, but maybe this is due to different texel density of 1001 and torso.

    I notice you have triplanar projection, so it shouldnt really matter what the texel density is though.

    Perhaps ensure you bake mesh maps before adding material, and increase the project resolution to higher resolution?

    Actually i don't know how bake mesh maps to increase the project resolution to higher resolution, can you help me this step?

    Baking mesh maps is just the final step of Baking after all painting work is done ~ However, since Pt is WYSIWYG, so even if you output texture maps with 8K, the blurry Torso map is still blurry ~~

    SNAG-2024-8-11-007.png
    2025 x 1392 - 4M
  • lilweeplilweep Posts: 2,485

    While 8.1 has even texel density on the head and neck UDIMs, i guess you will still have the issue with the neck/torso boundary.

    Just a side note regarding baking mesh maps.  baking mesh maps is not the same as baking textures/exporting textures.  Typically, you would bake mesh maps as first step after loading project, because some generators need them, and you can use/feed mesh maps into other aspects of painter. I guess the most useful ones are generated from highpoly to lowpoly but other general mesh maps are used by generators/smart materials, so if there are no mesh maps there's a possibility they will display incorrectly.

  • crosswindcrosswind Posts: 6,902
    edited August 12

    It's really a good topic which is worth a dive-in.... First, I didn't think baking mesh maps would be relevant to OP's case when using Genesis figures in Pt. Then I wonder how PAs handle this task while painting whatever textures on G8 / G9.. so as to get seamless texuture maps. I really don't think they have to deal with baking mesh map... high / low poly relevance in such cases when working with G8/G9 ~~ Even if it's a must at the end of the day, can it work for the designated tile(s) and eventually bring us great results ... ?

    Edit: I used V8.1 from Daz Originals for a comparison,  as expected, the blurry issues are obviously seen...(ss1 ~ 3) I recalled we discussed the similar "seam issue" in another thread in Tech sub-forum last month ~~ so I'm lost. How to explain such things ?

    Edit2: Even on V9 HD, the same issue has been found... (ss4)  Besides, these blurry issues can also be clearly seen in Texture Shaded drawstyle.

    SNAG-2024-8-12-011.png
    2560 x 1392 - 3M
    SNAG-2024-8-12-009.png
    2560 x 1392 - 3M
    SNAG-2024-8-12-012.png
    2560 x 1392 - 3M
    SNAG-2024-8-12-015.png
    2560 x 1392 - 4M
    Post edited by crosswind on
  • I understand, so how can i change or convert Genesis 8 to Genesis 8.1 because my character Genesis 8 use the face transfer.

  • crosswindcrosswind Posts: 6,902
    edited August 12

    florysmin03 said:

    I understand, so how can i change or convert Genesis 8 to Genesis 8.1 because my character Genesis 8 use the face transfer.

    Ah,  you made the character with Face Transfer. Yeah, unfortunately there's no default Base figure of G8.1 for the users to choose in FT plugin... but you have options as below:
    1) If you've already saved the morph assets of the generated / customized character on G8, just load a G8.1 figure and dial the morph(s).
    2) If you haven't done the above, suggest you well create and save morph assets first of all with the current G8 figure...by following Jay's tutorial in here: https://youtu.be/PnPOD_d2GOs?si=CwE_txhOWHagKLI8 Then go for step 1.

    However, the seam issue will be more or less still there as far as I experiment with G8.1. As the examples, I've shown you the screenshots of issues coming from V8.1/V9 as above.... so it's up to you to have a go or no-go...

    Post edited by crosswind on
  • OK, maybe I'll take the time to research more. Allow me to ask a few side questions in this discussion.

    I use the plugin Figure Converter for Genesis 9 and i have 2 character G9 and G8

    https://imgur.com/a/fSwQ3Vr

    I use this plugin to change the G9 shap same like G8

    https://imgur.com/a/ochD1KK
    But when i use clothing like shoes and drag the slider "Genesis 8 Female converted to G9 Body" form 0 to 100% it has been deformed 

    https://imgur.com/a/iNLzxQh

    I have searched on the google but I cannot find the solution and I don't know how to fix this.

    Can you help me, please?

     

  • crosswindcrosswind Posts: 6,902
    edited August 12

    No problem ~  1) Before conversion, DO NOT load any wearable to G9, especially these shoes that add feet pose to G9 figure. So, always convert figure with zeroed pose ! 2) After conversion, load the shoes. You should find them well fitted.

    However, depending on the figure's body morph, you might see some tiny distortion on the shoes. (like the ones in below screenshot...) That's normal. Then, as an SOP, you need to fix "body morph" in shoes hidden property. That'll be another topic ~~

    Just go for converting the figure with above steps 1 ~ 3. If there's distortion on the shoes, I'll show you how to fix them. You better know some modeling / sculpting software like Blender....

    SNAG-2024-8-12-024.png
    2560 x 1392 - 587K
    Post edited by crosswind on
  • florysmin03florysmin03 Posts: 10
    edited August 12

    Oh, i can fix it. I just use the another model like shoes and use transfer utility to fit to the character with this setting.

    https://imgur.com/a/H4KXD2u

    And it's deform.

    https://imgur.com/a/irJCw1Z

    Then i use the Morph Loader Pro with this setting and choose the modeling shoes i sculpt. I follow the instructions in the video here

    https://imgur.com/a/s3wl5dN

    The modeling shoes fit perfect with no deformation.

    https://imgur.com/a/7haLvDV

    But the problem is when i save and exit the program, and i run the program with my project DAZ again, it don't save the morgh i was built it before, it just like deformation and break it all.

    https://imgur.com/a/92Zm3LO

    Can you help me this problem?

    Post edited by florysmin03 on
  • crosswindcrosswind Posts: 6,902
    edited August 12

    Again, the reminder for the original case : After loading G9 into the scene, DO NOT load shoes to G9. Keep the default A-Pose, then convert the figure with Figure Converter. (ss 1 ~ 2)

    Then, you were making things more complicated... What you did was rigging a shoes object to a non G9 Base figure (i.e. with converted body morph dialed)... Kelvin Jin (Shinteo) is a character converter (by ripping character models from video games and convert them to DS format, etc....) and what he did is a non-standard case... as he directly rigged wearables on a character rather than Base figure, which is not a standard procedure and not really recommended. But yes, that is the typical workflow when we rig / convert wearables on customized characters...

    As for the issue in your last screenshot: after fixing the shoes, you need to, either (better) : save a Figure/Prop asset as well as the feet pose preset (ss3); or (temporarily) : save a Wearable Preset of the shoes with feet pose (ss4). Then reload the saved Figure or the Wearable Preset to the converted G9 figure after re-opening your project scene.

     

    SNAG-2024-8-12-025.png
    2560 x 1392 - 616K
    SNAG-2024-8-12-026.png
    2560 x 1392 - 567K
    SNAG-2024-8-12-027.png
    2560 x 1392 - 500K
    SNAG-2024-8-12-029.png
    2560 x 1392 - 478K
    Post edited by crosswind on
  • Ok, thank you for support me this discussion, I hope that times help can see you more. Have a good daywink

  • crosswindcrosswind Posts: 6,902
    No problem. Sure thing~
  • Hello, i followed your instructions but it's still the same even though I saved it and it still can't run the presets I saved. It is still the same as when I discussed it with you in the comment section above.

    Can you help me this problem, please?

  • crosswindcrosswind Posts: 6,902

    If you did each step correctly, it will always work. I don't have your files so I have no way to simulate your case... Or you better record a video of the process that didn't work for you...

  • Maybe I'm missing some step, I'll will take time to learn more.

  • crosswindcrosswind Posts: 6,902

    florysmin03 said:

    Maybe I'm missing some step, I'll will take time to learn more.

    Just take it easy ~ I recorded 2 short videos of the workflow for you:

    Save as Figure Asset: https://mega.nz/file/TLIVSZ4A#RuMbJqKRqLGWNpssvQHwiC1Ux3ZKVOGIYKawrTeahLk

    Save as Wearable Preset: https://mega.nz/file/iSgl3IYQ#ldEdayBs4M46i4cdWFtLJkC4dKAo0C8HXEvDcD7DrWY

  • florysmin03florysmin03 Posts: 10
    edited August 14

    Wow, it works, thanks. But I have a problem that I forgot to ask you.

    I have 2 character G8 and G9 and i use the plugin Figure Converter for G9 with this setting

    https://imgur.com/a/d5Xb34B

    and this is final

    https://imgur.com/a/pbGocT7

    It works perfect until i close the program and run the program again and it changes shape like a combination of G8 and G9, it's not very nice.

    https://imgur.com/a/3A9SApH

    Can you help me fix this problem?

    Post edited by florysmin03 on
  • crosswindcrosswind Posts: 6,902
    edited August 14

    That seems still not correct in terms of your operation... As I said above, you must go for conversion with both figures in default A-Pose (zeroed pose) !

    Redo your conversion, then Adjust Rigging to Shape and ERC Freeze the morph(s) you created. Check this tutorial by Jay, https://youtu.be/jROlY34tNNU?si=nAE_XuBWZFCi-jxA the part in between 17 mins ~ 19 mins.

    I also recommend Rigger Plus for G9 https://www.daz3d.com/shape-rigger-plus-genesis-9-edition which is now with 60% discount. This script is faster and accurate than DS default function of ERC Freeze.

    Post edited by crosswind on
  • Oh wow, i did it, thank you very much, I will try and improve more in the future. Have a good day.

  • crosswindcrosswind Posts: 6,902
    edited August 15

    florysmin03 said:

    Oh wow, i did it, thank you very much, I will try and improve more in the future. Have a good day.

    Parfait !

    Yea, conversion still needs more work... after posing the figure, check corrective morphs..., check if expression dials work well (Eye Blink, Eye Side-Side, Jaw Open...) yada yada ~~ Good luck !

    Have a great day !

    Post edited by crosswind on
Sign In or Register to comment.