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golden palace - assembly issues / mesh/layers
Rank: Newbie
Joined: 11/30/2018(UTC) Posts: 4
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How to achieve correct look when assembling it again in Unity (or anything else that is not Daz itself)? Why there's the same mesh repeated multiple times? How the "layer" with red areas covers only those red areas and doesn't interfere with the rest?
There are multiple layers of stuff. But what layers, in what order and how each layer is only partially applied to a previous one?
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Rank: Advanced Member
Joined: 9/15/2012(UTC) Posts: 1,739
Thanks: 889 times Was thanked: 1225 time(s) in 611 post(s)
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When you export with FBX, you get the figure, the graft and the shell... 3 meshes.
I'm not a Unity user, but as far as I can say, in order to export only one mesh:
1 - Merge graft to figure
Tool Settings->Geometry Editor... Small menu at the top->Geometry editing->Merge Fitted Figure Geometry
2 - Merge textures if you need to avoid using a shell. In order to do that, on the Golden Palace surfaces:
- project the 'skin' surfaces of the figure (they start with GP_ and are mapped on default UVs) on the Golden Palace UVs.
You can follow this tutorial for that (it's for Dicktator, but procedure is the same):
https://www.dropbox.com/...xturingTutorial.pdf?dl=0
- In Photoshop / Gimp, merge the Golden Palace flesh texture (mapped on Golden Palace UVs) with the texture you just projected, using Golden Palace transparency map as a mask layer. Now delete the shell and rebuild Golden Palace shaders with this new textures, all mapped on Golden Palace UVs. Edited by user Thursday, March 14, 2019 8:53:10 AM(UTC)
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Rank: Newbie
Joined: 11/30/2018(UTC) Posts: 4
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Why all those layers are needed under the hood?
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Rank: Newbie
Joined: 11/30/2018(UTC) Posts: 4
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Tried to bake skin onto GP (to merge with GP's own texture) like in the tutorial but it results with white texture.
everything looks like it should work, like flesh texture is shown correctly on the source model. And target's texture is changed from checker pattern to mapping result. But it's suddenly white Edited by user Saturday, March 16, 2019 6:39:49 PM(UTC)
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Rank: Advanced Member
Joined: 9/15/2012(UTC) Posts: 1,739
Thanks: 889 times Was thanked: 1225 time(s) in 611 post(s)
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Maybe some options in the Blender Bake tab to be tweaked? Have you tried to increase its distance value?
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Rank: Newbie
Joined: 11/30/2018(UTC) Posts: 4
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explain "delete the shell and rebuild Golden Palace shaders with this new textures, all mapped on Golden Palace UVs. what's the correct sequence for the above?
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Rank: Advanced Member
Joined: 9/15/2012(UTC) Posts: 1,739
Thanks: 889 times Was thanked: 1225 time(s) in 611 post(s)
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When you have baked your textures in Blender (mainly color maps, but you may want specularity maps, etc), back to DAZ Studio, new scene:
- Load G8F with the texture set you need and Golden Palace graft. Use the Golden Palace 'Material Copy' script.
- Select the five Golden Palace surfaces and in the surfaces tab, set their UV set to 'Golden Palace';
- Merge the graft to the figure. You won't be able to edit the UV set after that;
- In the Scene tab, delete or hide Golden Palace Gens;
- Select the five Golden Palace Surfaces (once merged the graft to the main figure, they should be called 'GoldenPalace_2254_GP_...')
- Edit their Shader: click on the little icons of the used textures, select browse from the drop-down menu, and choose the textures you have baked in Blender. Meipe attached the following image(s):
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