Modeling for a Targeted Shape of Genesis 9 - Marvelous Designer
I posted another screenshot tutorial in the Art Studio Forum. Before the release of Genesis 9, I went through an example of creating a skirt for Genesis 1 because G9 was rumored to be like G1 in a unified shape. Rumour turned out to be true. In this screenshot turoial, I use Marvelous Designer to create a simple loose skirt with many folds designed for the Victoria 9 shape. The resulting figure might be optimized for Victoria 9, but it can also be used with any G9 shape, such as a kilt for Michael 9, or a battle dress for a male demon. The tutorial also includes creating shader domains and UV Mapping in Marvelous Designer. I then export the OBJ to Studio where I rig from the V9 shape back to the base shape. Demonstrate a couple DForce posing and morph shape examples.
Might be useful for Carrara users intending to make G9 items for use in Carrara as conformers or with VWD.
- Locate and click the 3D Paint tool in the upper left area of the menu.
- Ignore the warning that there are no active textures. Will be creating some.
- A texture menu appears in the upper right. It lists types of channels to paint, such as color, bump, etc.
- Open the color channel and click the magic wand looking thing to create a new texture map.
- A notice lets you know a new texture will be created.
- a create textures menu appears
- for this project, select only the body, set the base color to white, and increase the map size
- will be prompted for save file info, pick a name (I inserted Body) and file location. I keep the tif format. Have had issues with some of other formats and can always change later in an image editor.
- I turn off compression
- the result is that the body surface material of the new map turns white
04 there are no active textures.jpg
857 x 588 - 65K
05 texture menu in upper right.jpg
1038 x 776 - 107K
06 new texture looks like magic wand upper right under color.jpg
372 x 476 - 29K
07 the shader will be changed.jpg
1459 x 975 - 176K
08 create textures menu.jpg
1377 x 853 - 155K
09 change texture menu choose only body change color to white and map size larger.jpg
1298 x 897 - 154K
10 created folder to save map files and changed name to body.jpg
1361 x 912 - 160K
11 i turn off compression and keep in windows format.jpg
Comments
use xNormal to add back the details
Displacement Brush in General
- click the displacement brush on top menu and model goes white
- the brush tool will appear on the model as a blue circle within a circle, for brush size and brush hardness
- control brush size and hardness with settings in right hand side
- click and drag to pull model out toward camera, hold shift key to push model in away from camera
- the default settings are very powerful relative to a Genesis 9 face
- can Edit UNDO a displacement brush stroke
- reduce strength of brush on right side menu. Here I reduce to 3. Can also change brush size.
How do you do that?
Some settings
- hold shift to displace inward. See cheek
- can set brush to smoothing instead of displacing- will probably want to increase brush size and strength for most smoothing
obj exports
https://xnormal.net/
Malwarebytes is flagging the download though
Zbrush Zprojection to a subdivided mesh and multimap exporter may be a safer option
I already have xNormal from years ago
Complete Shaping, Return to Modeler, and Reduce Smoothing to 0 for Export
Thanks. I have edited the first post of the series.
Setting Smoothing to 0 and Exporting as a Morph
- make sure smoothing is at zero (much of detail appears to disappear)
- return to assemble room
- export the file
- in OBJ dialogue, choose Daz Studio (Morph) preset
Open a new Daz Studio Scene and Use Morph Loader Pro
- Load Genesis 9 base in Studio
- Use the edit menu to start morph loader pro
- Load your morph obj
- In dialogue, generally a good idea to get in habit of using 'deltas only' even when not needed.
- If works, will get a confirmation screen. Yay.
Save the Morph Asset - Check ONLY the New Morph
I sent you a message
Got it. Thank you. Will probably have questions down the line.
Got it. Thank you. Will probably have questions down the line.
Got it. Thank you. Will probably have questions down the line.
Modeling for a Targeted Shape of Genesis 9 - Marvelous Designer
I posted another screenshot tutorial in the Art Studio Forum. Before the release of Genesis 9, I went through an example of creating a skirt for Genesis 1 because G9 was rumored to be like G1 in a unified shape. Rumour turned out to be true. In this screenshot turoial, I use Marvelous Designer to create a simple loose skirt with many folds designed for the Victoria 9 shape. The resulting figure might be optimized for Victoria 9, but it can also be used with any G9 shape, such as a kilt for Michael 9, or a battle dress for a male demon. The tutorial also includes creating shader domains and UV Mapping in Marvelous Designer. I then export the OBJ to Studio where I rig from the V9 shape back to the base shape. Demonstrate a couple DForce posing and morph shape examples.
Might be useful for Carrara users intending to make G9 items for use in Carrara as conformers or with VWD.
https://www.daz3d.com/forums/discussion/comment/7884426/#Comment_7884426
Genesis 9 Shaders: Using Carrara 3D Paint to Create Opacity Maps
First Prepare a Genesis 9 Base Figure Blended Weight and Save as a Character Preset
- Load Genesis 9 base in Studio without any eyeballs, mouth, eyelashes, etc.
- Use the Edit menu to Edit Figure Rigging change to Blended weight
- Save the result as a character preset
- The character preset can be loaded in Carrara
- Going to use Carrara's 3D paint tool to create an opacity map for the body surface that could be shorts.
Prepare Genesis 9 Base in Carrara
- load the blended weight Genesis 9 base character preset compatible with Carrara without any textures
- select the actor level which allows access to the mesh
- the 3D Paint tool is in the upper left of the Assemble Room menu. It is next to the wrench. looks like a hand brush over a plane
-
Initiate the 3D Paint Tool
- Locate and click the 3D Paint tool in the upper left area of the menu.
- Ignore the warning that there are no active textures. Will be creating some.
- A texture menu appears in the upper right. It lists types of channels to paint, such as color, bump, etc.
- Open the color channel and click the magic wand looking thing to create a new texture map.
- A notice lets you know a new texture will be created.
- a create textures menu appears
- for this project, select only the body, set the base color to white, and increase the map size
- will be prompted for save file info, pick a name (I inserted Body) and file location. I keep the tif format. Have had issues with some of other formats and can always change later in an image editor.
- I turn off compression
- the result is that the body surface material of the new map turns white
Set Up Brush Tool
- the tool menu tab is next to the texture map menu tab
- Enable symmetry at the top. Choose X axis.
- Change the brush color to complete black. Will be painting where we want things to be invisible.
- Change the brush size. The default brush is way to big for this project.
- Change brush hardness.
Begin Painting Invisibility Areas
- Will be creating shorts so paint away the top of the torso. Start at the waist.
- Once a rough job is done at the waist, increase brush size.
- Paint away the rest of the upper torso with larger brush.
Use Line Tool for Straight Line at Belt Level
- change color to white
- enable line tool in upper left
- adjust line tool settings in upper right
- draw a white line on side
- draw line in front center connecting sides
- repeat for back
Continue Editing with Line Tool and Brush Tool
- brush away imperfections
- the symmetry tool may have introduced some stray marks at sides
- turn off symmetry to address side details
- continue line tool and brush tool until get desired result
Save the Painted Texture Map as the TIF file (or format you chose)
- return to texture map menu in upper right
- right click on the small map in the color channel t bring up the menu
- Save will save as name you chose in location you chose in format your chose in the beginning
- In my case, I save as body color map in my tutorial folder
Using the New Map as Opacity Blender in Carrara Shader
- this is for Carrara users. Daz Studio Users skip down to geoshell discussion.
- Create a new shader, of type complex shader, using the new map in blender channel - for the body shader domain.
- In this case, with actor level still selected, I entered the texture room, and created a new shader for the body.
- new shader tree menu appears
- change the shader type to complex shader, multichannel mixer
Set Channel 1 Shader to Genesis 9 Base Male Texture
- in first shader of complex, change color channel to texture map and navigate to location of Genesis 9 default male body taxture maps
- can also load the normal map for the body in the bump channel set to normal. will be very strong so might want to lower bump effect
- can continue loading maps and creating a carrara skin shader but beyond current scope
Set Channel 2 Shader to Any Color Not Skin
- change color
Load Painted Opacity Map in Blender Channel
- Load Painted Opacity Map in Blender Channel
Test Render of Torso Changes in Carrara
- ideally, would set all the skin maps and do a proper test render
- maybe later. for right now, this image confirms the torso opacity map allows for a separate shorts shader in Carrara
Set Up Daz Studio Geoshells
- load Michael 9 or any other G9 character in Studio.
- use the create menu to create a geoshell
- give a name etc
- result is default geoshell for various material zones of the main G9 figure - will look milky gray
Set Opacity of Non-Body to 0, such as arms
- use surfaces tab. select arms. find opacity channel. set to 0 to make geoshell invisible.
- repeat for fingernails, etc
- got to surfaces tab of G9
- select the Arms surface
- find opacity strength channel and set to 0 to make geoshell on arms invisible
- repeat for head, nails, etc