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Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
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I'm hoping someone can answer what is hopefully a simple question: how do you save a geoshell so it can be applied as a preset, including materials/shaders? I'm thinking in terms of the way PAs use them to create clickable outfits without poke-through issues.
How do you hide the hands and feet? I have attached a file of how far I got:
While I CAN hid the arms and legs, I can't see options to do what you did. Meaning I can't find where to hide the hands and feet ALONE. Also, I have noticed that there is no option to hide the back of the head and the neck. So how is that done?
Also I would like to change this to look more clothing like, so I want to minimize the cleavage crease and for the butt, to get ride of the wedgie. I do have Mesh Grabber, but I am wondering if there was an easier way to do this.
Thanks,
Geo
Thank you,
Geo
umm click on the geoshell in the scene tab then go to the surface tab ,the geoshell should have the same material zones as the figure ,now I use 3Delight so I go to Opacity for the parts I want to disappear and put it to zero ,there should be something similar in IRay .....
In Iray the opacity dial is called "cutout."
The only issue here is that neither the Genesis 3 nor the Genesis 8 figures have a seperate Hand or Feet material zones for the Geoshell to copy, only full arms or full legs. Genesis 1 (V4 UV) and Genesis 2 figures do.
Given the date of the original post I would suggest that the image shown is Genesis 2 Male, it simply won't work on later figures presumably without redefining material zones. The geoshell does not have any selectable parts in the Scene tab either so you can't make them invisible with the eye icon.
Happy if anyone can correct me or show a workaround.
It will require a bit of work.
You can paint a black/white map and set in cutout oppacity - that can make the geoshell invisible for the hands or similar selected zones.
The visibility of parts of the geoshell can be controlled in the Parameters pane. Visibility can be turned off by Face Group as well as by Surface. Just select the face groups making up the hand (and fingers if you wish) to make it invisible.
deleted - duplicate post
This is incorrect. Geoshells work with bones, rather than material zones. You can turn off the hand and the individual finger bones one by one.
This is incorrect, Sevrin.
Geoshells do BOTH; you can set visibility by material zone AND by bones.
Doh! Of course you are right. Otherwise, we wouldn't be able to apply materials or shaders.
I learn something new every day. Thank you for enlightening me and the detailed explanantion, apprecitated :)
We all learn from each other!
I want to ask if you can Bake the geo shell and the underlying body texture for exporting to other programs like Unreal.
Is this under baking textures maybe?
I want to bake my tattoo geo shell to the skin now
I created the shell per your instructions, but I don't see it in the view. Where is it?
Never mind. I did a copy of the object and it showed up,
Now if someone can explain how to add normal maps so that the GeoShell clothing looks like cloth with hems. wrinkles, stiches, etc., I will be happy to have a go at making some Second Skin clothing. I don't have ZBrush so Blender would be my choice.
One issue with geoshells, is that you have no control over where the seams (between the surfaces) are. So best to do it in a 3D application.
In order to get a normal map, you need something to drive the normal map. You could take the geoshell into blender and apply a subD or multires modifier and then sculpt or model deails, and then bake that as a normal map.
Start with something simple to get a feeling for it.
That's exactly what my point was. I do have Blender and I am starting to become more comfortable with it but I don't fully understand the relationships between geometry, Sub-D and UV maps.So I am looking for some pointers to get me started. For example, when you say "bake the normal map", I have an idea of what you mean but little clue how to do it.
I know that I can't mess with the vertext count because I use Blender primarily to make morphs so I know that I can't just increase the mesh resolution and scultpt in wrinkles and folds. So I understand that I do need to sculpt those in Multires and then create a normal map from that sculpt but I'm not sure how because I suspect that I need to involve the UV maps somehow and there will be issues crossing seam borders, etc.
Well I'm a little late to the party, I didn't work with D|S very much the past years due to real life keeps interferring...
Anyway, I want to finally start to create clothes and I wondered if I could use a geo shell as a starting point to make learning a little easier.
Like: Load the figure in D|S and create a geo shell, send both over to Hexagon, modify the geo shell to my desired piece of clothing (reshape, cut away, add details, make new material zones), then send it back to Daz Studio and save it as clothing?
Would this be usable only for myself or could I pass it on as a product in a market place?
As described, only for yourself (at least without Daz's explicit permission).
While the EULA permits some derivatives of the base mesh, what's acceptable can generally be summed up as "the bare minimum necessary". This covers things like geografts (replacement geometries that need to weld exactly to figure vertices at the seam and therefore have to directly derive from the parent geometry) or clothing weight maps (which have to necessarily approximate the rigging of the figure to work).
Making clothing such that it matches the shape of the base figure is necessary and acceptable. Making clothing out of the base figure's geometry is unnecessarily derivative when it's possible to use a unique geometry.
(That said, there are some clothing products that exist purely as geoshells, with texture maps and maybe figure morphs and new UVs. Hameleon over at Renderosity has released several sets of underwear and trousers this way.)
In any case, making clothing this way is... well, it's a way many people learn, but it is a comparatively rudimentary technique that's not really suited for doing a high quality mesh for most clothing, so I wouldn't advise you look at this as a technique for anything you wanted to sell even if it were within the licencing.
Tha is a very good point I didn't even think about, thank you very much for pointing that out.
So I may use this for practice but not for commercial stuff