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I create alot of monster and furry art and often found the different add-ons have very mixed results when copying the materials for these strange characters. either it be the Futalicioius or the different Golden Palace add-ons for both 8 and 8.1. would anyone know of a good product in this line to use or a method they recommend to get better results using these Edited by user Monday, June 20, 2022 4:00:52 AM(UTC)
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At least part of the problem is the figures you're applying to use HD Morphs, and sadly until Daz opens up the HD toolkit to 3rd party vendors, you're not going to be able to use grafts with HD Characters as the underlying HD Morphs don't transfer/carry over to the graft.
Another issue is using the Materials copy script, the script copies the torso or body materials to the graft. Depending on the details of the maps it is possible that the area it samples from may not always line up well or come in looking seamless. This where having a specialized character map/texture set comes in handy.
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Originally Posted by: BrotherHades 
At least part of the problem is the figures you're applying to use HD Morphs, and sadly until Daz opens up the HD toolkit to 3rd party vendors, you're not going to be able to use grafts with HD Characters as the underlying HD Morphs don't transfer/carry over to the graft.
Another issue is using the Materials copy script, the script copies the torso or body materials to the graft. Depending on the details of the maps it is possible that the area it samples from may not always line up well or come in looking seamless. This where having a specialized character map/texture set comes in handy.
I figured as much alot of these might only be solved in a 3rd party like photoshop to clean up the texture. for now I might just have to do that if I want certain matierlas to match up
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Originally Posted by: RipTide 
Originally Posted by: BrotherHades 
At least part of the problem is the figures you're applying to use HD Morphs, and sadly until Daz opens up the HD toolkit to 3rd party vendors, you're not going to be able to use grafts with HD Characters as the underlying HD Morphs don't transfer/carry over to the graft.
Another issue is using the Materials copy script, the script copies the torso or body materials to the graft. Depending on the details of the maps it is possible that the area it samples from may not always line up well or come in looking seamless. This where having a specialized character map/texture set comes in handy.
I figured as much alot of these might only be solved in a 3rd party like photoshop to clean up the texture. for now I might just have to do that if I want certain matierlas to match up
How skilled are you at texturing? If Meipe includes or has made available the texture templates for his products (I would say just open it up in UV Mapper, but it requires .obj files where Daz Studio saves in a proprietary geometry format) you can just take the templates, and open the torso/body maps in Photoshop. Pull the template onto the body/torso map as a layer, and sample from the body layer onto the graft template. Hardest parts would be keeping a seamless transition from sampled areas to the graft template, but I can be done. Really the Material Copy Script is more of a convenience as it does most of the work for you, but there are cases times where going to the old texture template painting method is the best option. Though it still wont fix the HD morphs issue for you, it can at least give you a correct map to use on the graft that way.
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 1 user thanked BrotherHades for this useful post.
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Rank: Member
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Originally Posted by: BrotherHades 
Originally Posted by: RipTide 
Originally Posted by: BrotherHades 
At least part of the problem is the figures you're applying to use HD Morphs, and sadly until Daz opens up the HD toolkit to 3rd party vendors, you're not going to be able to use grafts with HD Characters as the underlying HD Morphs don't transfer/carry over to the graft.
Another issue is using the Materials copy script, the script copies the torso or body materials to the graft. Depending on the details of the maps it is possible that the area it samples from may not always line up well or come in looking seamless. This where having a specialized character map/texture set comes in handy.
I figured as much alot of these might only be solved in a 3rd party like photoshop to clean up the texture. for now I might just have to do that if I want certain matierlas to match up
How skilled are you at texturing? If Meipe includes or has made available the texture templates for his products (I would say just open it up in UV Mapper, but it requires .obj files where Daz Studio saves in a proprietary geometry format) you can just take the templates, and open the torso/body maps in Photoshop. Pull the template onto the body/torso map as a layer, and sample from the body layer onto the graft template. Hardest parts would be keeping a seamless transition from sampled areas to the graft template, but I can be done. Really the Material Copy Script is more of a convenience as it does most of the work for you, but there are cases times where going to the old texture template painting method is the best option. Though it still wont fix the HD morphs issue for you, it can at least give you a correct map to use on the graft that way.
ill probably try and do this and see if I can print out the uv map and see if I can graft it
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In Blender, you can create any template. Just export the graft from DAZ, with the UVs you are interested in activated in the surfaces. Import it in Blender, select it, TAB for edit mode UV editing Tab, menu UV->Export UV layout. Chose at least 4k for resolution ;)
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