Skin Builder - Now Available [Commercial]

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Comments

  • marblemarble Posts: 7,500
    edited December 1969

    Zev0 said:
    What uv set is the 3rd party Gens?

    Before the Texture Creator is applied, it says default. After, it says V5.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Well try a normal texture set based on V5 and apply to both figure and gens. If that works with this gens, skinbuilder should as well, If not, then V5 UV might not be supported. Who knows what default UV is lol.

  • marblemarble Posts: 7,500
    edited December 1969

    I've asked in the R'otica forum too. They are usually a bit slower to reply but I'll update here if I make any progress.

  • marblemarble Posts: 7,500
    edited January 2015

    I notice some renders in the competition thread have your freckles overlay.

    How do they do this if the skin textures are temporary (the show in the surfaces as being located in the TEMP folder). I often clean my temp files using a Mac utility so I would expect those files to disappear - that's why they are called TEMP. I expected that the process of saving as a MAT preset is just for that event when the temp files get deleted. Or am I misunderstanding?

    [Edit] I've just searched through the entire thread and can't find an answer for the above. There are a lot of comments about Temp files, huge files and long load times but there does not seem to be a workable solution to any of these. 5 minutes to load is far too long. I though that saving as a Mat Preset would help but it doesn't.

    With all of these drawbacks. I can't see me using this much, unless I need tan lines for some special render.

    Post edited by marble on
  • vwranglervwrangler Posts: 4,889
    edited January 2015

    marble said:
    I notice some renders in the competition thread have your freckles overlay.

    How do they do this if the skin textures are temporary (the show in the surfaces as being located in the TEMP folder). I often clean my temp files using a Mac utility so I would expect those files to disappear - that's why they are called TEMP. I expected that the process of saving as a MAT preset is just for that event when the temp files get deleted. Or am I misunderstanding?

    [Edit] I've just searched through the entire thread and can't find an answer for the above. There are a lot of comments about Temp files, huge files and long load times but there does not seem to be a workable solution to any of these. 5 minutes to load is far too long. I though that saving as a Mat Preset would help but it doesn't.

    With all of these drawbacks. I can't see me using this much, unless I need tan lines for some special render.

    You can either go to the temp directory yourself and copy the files out, or you can use LIE Baker by Draagonstorm to copy the files out and make DUFs for them. There's also a freebie called LIE Realizer that does more or less the same thing as LIE Baker, although I think it's not as comprehensive.

    Those sorts of things made using Skin Overlay work MUCH better.

    If you don't do something like that, what seems to happen is that when you open a saved file, Skin Overlay has to work to rebuild your textures before it can show them to you, and that can take a fairly long time.

    Post edited by vwrangler on
  • 3dTox3dTox Posts: 82
    edited December 1969

    marble said:
    I notice some renders in the competition thread have your freckles overlay.

    How do they do this if the skin textures are temporary (the show in the surfaces as being located in the TEMP folder). I often clean my temp files using a Mac utility so I would expect those files to disappear - that's why they are called TEMP. I expected that the process of saving as a MAT preset is just for that event when the temp files get deleted. Or am I misunderstanding?

    [Edit] I've just searched through the entire thread and can't find an answer for the above. There are a lot of comments about Temp files, huge files and long load times but there does not seem to be a workable solution to any of these. 5 minutes to load is far too long. I though that saving as a Mat Preset would help but it doesn't.

    With all of these drawbacks. I can't see me using this much, unless I need tan lines for some special render.


    Use the LIE Baker sold here once you have the initial skin set up the way you like it. It will transfer all the layers to a single texture and save it to your specified location. Then save your preset. Loading becomes much quicker that way. The drawback is you can't adjust any of the layers separately after doing so.
  • marblemarble Posts: 7,500
    edited January 2015

    vwrangler said:

    You can either go to the temp directory yourself and copy the files out, or you can use LIE Baker by Draagonstorm to copy the files out and make DUFs for them. There's also a freebie called LIE Realizer that does more or less the same thing as LIE Baker, although I think it's not as comprehensive.

    Those sorts of things made using Skin Overlay work MUCH better.

    If you don't do something like that, what seems to happen is that when you open a saved file, Skin Overlay has to work to rebuild your textures before it can show them to you, and that can take a fairly long time.

    Thank you. I was also advised on the R'otica forum to use LIE Baker but, as I said there, I object to finding that I need to buy a second product to make the first do what I would expect it to do. I will look at the freebie though as I don't use LIE for anything else. In fact I've never used it before.

    Post edited by marble on
  • marblemarble Posts: 7,500
    edited December 1969

    As usual, I saw it (LIE Baker) was half-price in the Avalanche sale along with the Mask & Mulitipass Toolbox so I bought it (them) anyway.

    So much for my objections :) Now I just need to learn these new tools.

  • dandersonrudandersonru Posts: 19
    edited December 1969

    Skin builder Pro:

    FBX Export:
    Everything is exporting Except....
    - Skin Tints (basically anything in the 4 RGB Color Selectors)
    - Nail Tints (there is a colored square that exports but has not texture in it....basically a color swatch)

    Is there a reason why those two do not export the textures? LIE Baker is also not picking them up.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Tints\changing colour values are like a film over the textures. You would have to manually copy those colour values onto the skin again if exported out of Studio. In other words, they do not get added directly onto the texture.

  • dandersonrudandersonru Posts: 19
    edited December 1969

    Zev0 said:
    Tints\changing colour values are like a film over the textures. You would have to manually copy those colour values onto the skin again if exported out of Studio. In other words, they do not get added directly onto the texture.

    Thank you for the reply. I suspected as much but thought I would ask.

    Cheers

  • maceyemaceye Posts: 2
    edited January 2015

    Hi Guys,

    Really don't know what I'm doing wrong with this, but Skin Builder is just not working here and is causing me to force quit DAZ3D every time I try to use it - I can't even get past the initial Skin Builder set-up box . For the record, I've tried uninstalling and re-installing DS 3 times now, and every time it's the same problem: Select figure (Gen2), double-click to open Skin Builder, check "Select Skin", adjust settings, hit "Accept" and…crash. As far as the setup here goes, I'm running Daz Studio Pro 64-bit on OSX Lion 10.7.5, using a 2x2.4 Mac Pro Quad-Core w/ 32 GB of RAM and an ATI Radeon HD 5770 1024 MB viddy card.

    Any help would be greatly appreciated - Skin Builder looks like a fantastic tool to use, but so far it's been nothing but a headache here. :-(

    Thanks much in advance,
    Dave

    P.S. - I've also adjusted the Render settings as per the manual recommendations, but it still doesn't work.

    Post edited by maceye on
  • Richard HaseltineRichard Haseltine Posts: 100,952
    edited December 1969

    Force-quit or crash? The calculations take quite a while, especially for the full skin, so you need to wait while the script works.

  • maceyemaceye Posts: 2
    edited December 1969

    Hello again. Sorry for that - I finally got it to work! I guess I just wasn't giving the script enough time, as it took a few minutes to load (and I got the dreaded rainbow wheel of death here with the "Daz Studio Not Responding" message in my "Force Quit Apps" box.).

    Ah well…all is now good. Sorry about the "kernel panic" on my part...

    Cheers,
    Dave

  • marblemarble Posts: 7,500
    edited December 1969

    Hello again. Sorry for that - I finally got it to work! I guess I just wasn't giving the script enough time, as it took a few minutes to load (and I got the dreaded rainbow wheel of death here with the "Daz Studio Not Responding" message in my "Force Quit Apps" box.).

    Ah well…all is now good. Sorry about the "kernel panic" on my part...

    Cheers,
    Dave

    I had the same thing on my iMac and I was also mistakenly force quitting for a while. Some sort of load progress indicator might have been a good idea. But OS X is misleading with the term "Not Responding" - it says that for many apps that are loading or doing something else in the background.

    I'm about to try Skin Builder again today, now that I've splashed out on LIE Baker. The long delays were putting me off using the script previously.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Force-quit or crash? The calculations take quite a while, especially for the full skin, so you need to wait while the script works.

    The Script actually takes 5 seconds to do it's job. The wait is actually Studio doing it's calculations. That we have no control over.

  • marblemarble Posts: 7,500
    edited December 1969

    Ok - I'm finally getting around to testing this product again and I've hit a new problem.

    My character is G2F based but the skin is V5 UV. I used Skin Builder Pro to create a tanned version of the skin and then tried to apply tan lines. However, all I get is a very faint tanline - I can see it but only if I look carefully. There is little difference between the tanned skin and the tanline skin. So I played with Tanline color and Tanline Strength, going through the whole range from dark to pure white and from 1 to 30 (strength). No difference at all. It seems to be stuck on the first tanline I created.

    The manual is of no use - it doesn't even mention tan lines.

  • marblemarble Posts: 7,500
    edited January 2015

    Yes - in fact I've just confirmed that is what is happening.

    The first time the tanline script is run it becomes permanent. Running it again and changing values or even a different selection of swimming costume shape has no effect, even though the usual several minutes are taken while it "thinks" about updating.

    The other thing I notice is that my V5 skin shader, before Skin Builder, was omubersurface, and afterwards it was changed to AoA_Subsurface.

    Post edited by marble on
  • marblemarble Posts: 7,500
    edited December 1969

    What a waste of time this is proving to be :(

    I deleted my character, quit DAZ Studio, made sure the temp files were gone and re-created everything from scratch. Character, V5 skin (V5 Valerie), Skin Builder skin tone to darker (almost to dusky Asian darkness) and, lastly, Tan Lines. Again, I set the sliders almost to maximum (26 strength with a very light colour) and again, the tan line is hardly visible.

    The Skin Builder result, as mentioned above, changes the shader to AoA_Subsurface and it is absolutely matt - as in no specularity. The reason for this appears to be the image applied to Specular 1 and Specular 2. With that image, no amount of increasing specular will actually show in the render. Removing the image allows me to adjust specular settings to something approaching normal.

  • Richard HaseltineRichard Haseltine Posts: 100,952
    edited December 1969

    Skin Builder is meant to be a self-contained product, it isn't primarily set up for modifying existing skins.

  • mrposermrposer Posts: 1,130
    edited December 1969

    Hi Marble,
    The Tane Lines change the tanned skin not protected by the mask you choose. Example using a red color at about 25 over a very pale fantasy skin with the first mask.

    tan_line_text.png
    921 x 866 - 354K
    before_skin.png
    821 x 866 - 479K
  • marblemarble Posts: 7,500
    edited December 1969

    Skin Builder is meant to be a self-contained product, it isn't primarily set up for modifying existing skins.

    I'm sorry, RIchard - you've lost me here. Do you mean that the figure should be set to pure white or grey, or whatever G2F is without a skin texture?

  • marblemarble Posts: 7,500
    edited December 1969

    MrPoser said:
    Hi Marble,
    The Tane Lines change the tanned skin not protected by the mask you choose. Example using a red color at about 25 over a very pale fantasy skin with the first mask.

    So am I seeing this in reverse then? I thought the tan line script would LiGHTEN the skin where the tan lines appear but are you saying the the tan lines are a mask and the rest of the skin is darkened?

  • marblemarble Posts: 7,500
    edited December 1969

    Turns out that was exactly the mistake I was making - the tan line script darkens the skin apart from where the lines are (I should have thought of it as happening in the same way that real skin gets a tan except for where it is covered).

    Thank you, Mr. Poser!

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Skin Builder is meant to be a self-contained product, it isn't primarily set up for modifying existing skins.

    Yes and no Richard. Yes the main part of the script is for building the base which is self contained. However all additional options can be used on any other 3rd party skinset also using V5 Mapping.

  • Zev0Zev0 Posts: 7,089
    edited January 2015

    marble said:
    Turns out that was exactly the mistake I was making - the tan line script darkens the skin apart from where the lines are (I should have thought of it as happening in the same way that real skin gets a tan except for where it is covered).

    Thank you, Mr. Poser!

    Yes that is how it works. You darken the areas that would in real life be exposed to the sun. Also if you wish to change the shader and don't want to use the AoA SSS one, you can simply select all the maps and ctrl click (ignore maps) and apply the shader of your choice to the skin you just made. But first you need to save that shader before applying it.

    Post edited by Zev0 on
  • marblemarble Posts: 7,500
    edited December 1969

    This might sound completely off the wall but, going back to my original question about using skin builder with the 3rd. Party (3feetwolf) V6 gens, it really is an almost impossible task to get the two to work together. 3feetwolf himslef has bought Skin Builder and has written a tutorial about how to get them to work but I've spent hours and am completely lost.

    So my question is this: is there a way to use the tan-line and pub-hair masks outside of this script and apply them using Photoshop or Gimp? It turns out that this is probably the reason I bought it in the first place. Eyebrows and makeup would be a bonus but the tan/hair masks are what I really need.

  • Zev0Zev0 Posts: 7,089
    edited January 2015

    Yes you can. All of them are overlays and act like layers in photoshop. The script just automates that exact process so users don't have to. When I built SB, it was all layers in photoshop that got translated into a script interface for Studio. So if you know how to use photoshop and how to use layers, go ahead:) I think for the Pubic hair and tan lines you will have to invert the image first because they have been flipped to act as opacity maps.

    Post edited by Zev0 on
  • marblemarble Posts: 7,500
    edited December 1969

    Zev0 said:
    Yes you can. ... So if you know how to use photoshop to stack layers, go ahead:)

    Oh goody:D

    I've only just discovered masks but am keen to learn how to use them. I'll give it a whirl.

    Thanks, Zev.

  • Zev0Zev0 Posts: 7,089
    edited January 2015

    Cool. If you get stuck just holla and I will show you how to use them and what settings the layers must be set as. Also make sure the dimensions of the overlay or layer match your base texture, the script auto resized that for you but in photoshop you have to do it manually if it isn't the same size. And also hold shift & drag so it snaps into place.

    Post edited by Zev0 on
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