No one asked me - Diomede screenshots on whatever - Warning AI Discussion OK

1383941434450

Comments

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Extrude Armpit Hole

    - select the loop of edges around the armpit.  Note that the loop toolmay ormay not like the edges at sharp angles so double check that all edges are selected

    - click the dynamic extrusion tool at the top (make sure 'link polygons' box is still checked on right)

    - Click and drag an edge with extrusion active to extend a new loop out from the armpit

    - use the select and move tools to shape the new edge in an oval around the armpit.  Leave room for a second loop.

    - Shape the back of the loop as well

    - select edge loop and extrude a second time

    -scale the x-axis of this second loop to zero

    - shape the vertexes and edges of this second round loop in the Y and Z directions to get a relatively smooth ring around the armpit

     

     

     

    aa81 select loop around armpit.jpg
    1866 x 1210 - 203K
    aa82 dynamic extrusion tool with link polygon checked.jpg
    1993 x 1222 - 227K
    aa83 extrude armpit.jpg
    1192 x 1177 - 112K
    aa84 select and shape armpit hole front.jpg
    1773 x 1113 - 185K
    aa85 select and shape armpit hole back.jpg
    1528 x 1167 - 146K
    aa86 extrude again.jpg
    2058 x 1084 - 220K
    aa87 extrude again and scale the x axis to zero.jpg
    1264 x 1093 - 136K
    aa88 shape the shoulder.jpg
    2254 x 1243 - 257K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    From Armpit Hole to a Sleeve - More Extrusion but Add a Rotate

    - Although more extrusions could form a sleeve, the arms extend down at an angle instead of straight outward.  So will have to plan to rotate a loop and add polygons to upper side

    - Start by selecting the armpit edge loops by selecting an edge and clicking the loop selection as have done several times above.

    - Then use the dynamic extrusion tool and control-click and drag to create a new ring of polygons to side.

    - but as you can see the result is at the wrong angle.  With the outer edge loop selected, use the rotate tool to turn the loop to match angle of the arm.

    - use the scale tool to get a better fit of the loop to the arm. Notice that the shoulder has a lot of poke-through.  Will fix that next by adding edges and polygons.

    - Make sure that the new loop remains outside the old loop at the bottom of the armpit.

     

     

    aa89 extrude from shoulder.jpg
    2074 x 1183 - 233K
    aa90 to far out.jpg
    805 x 990 - 63K
    aa91 rotate the circular edge and pull out so no overlap armpit.jpg
    1165 x 1098 - 120K
    aa92 scale tool outside edge push in to circle arm it is OK that poke through shoulder.jpg
    1495 x 1159 - 166K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Adding 2 Edges Only to Outside of Shoulder

    - Now, the area under the armpit is crowded, but there is a need for more detail to shape the top of the shoulder.  Want to add vertexes, edges, and polygons to the top of the shoulder but not underneath.  One way to add geometry is to sue the 'add vertex' tool from the top menu.  With that tool active, a new vertex will be added at the point you click on an existing edge.  If your next click is on an unobstructed neighboring edge then a connecting edge will automatically link the new vertexes.  You can use this to add an entire string of linked vertexes to neighboring edges.

    - Click the add vertex tool at the top menu.

    - click 1/3 of th way along the interior of the front edge of the sleeve.  In default preferences, if you hover your cursor over an edge with the tool active, it will place the point at a default distance along the line such as 1/4or 1/3or 1/2.  In this case, place first point at 1/3 mark of a lower front edge.  Continue to place the next point at 1/3 mark of neighboring up edge so are linked, and continue up the shoulder edges even if obstructed view by the figure.  Continue down the back as well, all linked.  But do not add underneath.

    - Click off to deselect all.

    - Click the add vertex tool to activate again.  Click and add a second set of linked vertexes at the remaining 1/2 way mark.  The result will be that the shirt mesh now has two new edges creating polygons on the upper half of the shoulder.  By using 1/3 distance for the first edge and 1/2 distance for the second, each old upper edge is divided into 3 equal lengths.

    aa93 add vertex tool.jpg
    1105 x 1113 - 110K
    aa94 add vertexes at one third mark for upper lines of shoulder but not bottom.jpg
    2463 x 1173 - 294K
    aa95 adding vertex again thistime at half mark parallel to previous.jpg
    808 x 909 - 75K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Convert Armpit NGon to Quads

    - The result of adding the vertexes to the interior of existing edges was to create n-gons (more than 4 points) at the lower part of the armpit.  Will use the link vertex process to bisect tose si-sided polygons and turn them into quads.  I recommend linking the outer vertex of the lower part to the inner vertex of the upper part.  It is optional but I prefer having the part closest to the torso preserving a full loop.

    - In this screenshot, looking at the back of the new sleeve, select one vertex from the lower edge of the n-gon and one vertex from the upper interior edge of the n-gon.

    - use the menu (Model : Link) to connect the vertexes which converts the n-gon to two quads.

    - In the highlighted area, see that the two new polygon are each quads.

    - Repeat for the front.

     

     

    aa96 see how now have ngon at armpit will be connecting to a quad.jpg
    1378 x 1123 - 101K
    aa97 select two points of ngon to make quads.jpg
    1198 x 1003 - 70K
    aa98 link.jpg
    1227 x 1158 - 131K
    aa99 notice the ngon is now two quads.jpg
    1149 x 978 - 73K
    bb01 repeat for front quads.jpg
    1879 x 1240 - 200K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Status Check - Shirt Symmetry but Shoulder Slope Incorrect

    bb02 status check see symmetry working and shoulders need adjustment.jpg
    2346 x 1144 - 262K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Select/Move Shoulder Polygons to Eliminate Poke Through

    - Even though the figure obstructs view of polygon, you can still select them.

    - Use the select and move/translate tools to move the vertexes of the upper shoulder out away from the figure.

    - The result should start to look like a simple T-Shirt.

    bb03 move translate tool to select and move polygons in the shoulder.jpg
    1162 x 933 - 118K
    bb04 status check shoulders look OK.jpg
    1456 x 1218 - 182K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Extend Sleeves - Extrude Tool

    - Select an edge on the sleeve and use the loop tool.

    - Click the dynamic extrusion tool on the upper menu

    - Control-click-drag to extend a new row of polygons for a sleeve.  Repeat for another row.  

     

    bb05 select and extrude sleeve.jpg
    765 x 991 - 77K
    bb06 repeat.jpg
    985 x 1039 - 100K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Create Shader Domain for SleeveCuff

    - going to use the same method as for th collar to make a shader domain for the sleeve cuff.

    - Select two adjacent polygons (shift select) at the edge of the sleeve.  Even though symmetry is on, do the same for the other side still holding down shift.

    - Use the loop tool in the upper right select menu

    - The resut should have the outer loops selected on both sleeves witht he same bright color, not one bright and the other darker as per symmetry

    - Use the drop down menu in th shading domain area of lower right properties tray to create a new shder domain

    - Pick a name for the shader domain.  I chose sleevecuff.

     

     

    bb07 select two polygons edge of sleeve.jpg
    1570 x 1194 - 173K
    bb08 loopseelction tool.jpg
    559 x 487 - 43K
    bb09 repeat for other side so brighter color is selected not just mirror symmtry.jpg
    1930 x 1111 - 223K
    bb10 new shading domain.jpg
    1441 x 937 - 140K
    bb11 sleeve cuff name shading domain.jpg
    1536 x 1033 - 143K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Hem.  Extend the Torso and Create Shader Domain for Hem

    - Guess the steps?  Going to select an edge and loop. Then extrude.  Then going to select adjacent polygons and loop.  Then going to create shader domain.

    - Select a bottom edge of the shirt and use the loop tool to select the whole bottom.

    - Click dynamic extrusion tool, make sure link polygons is checked, and control-click-drag down to create new row of polygons.  Repeat as desired.

    - If there is some poke through, use select and translate to move the shirt mesh outside the figure, like at the left hip here.

    - select two adjacent polygons at bottom and click loop to select the bottom row.

    - Use the lower right shader domain drop down menu to create a new shader domain.

    - Pick a name.  I chose hem.

     

     

     

    bb12 select bottomedge and extrude a couple times decide loose or not.jpg
    1948 x 1039 - 200K
    bb13 extrude couple times.jpg
    2226 x 1182 - 251K
    bb14 extend shirt down a number of times.jpg
    2490 x 1315 - 347K
    bb15 loop select bottom row.jpg
    1582 x 1143 - 197K
    bb16 new shading domain.jpg
    1804 x 1077 - 219K
    bb17 hem bottom shirt.jpg
    1864 x 1260 - 270K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Smoothing Fixes and Converted Density

    - The shirt is very low resolution and very rough.  Can use smoothing to improve without changing shape.  

    - Select any vertex or polygon to bring up the modeling menu in the right side properties menu.

    - Click to check the button to enable smoothing.

    - There is likely to be some poke through of the figure even though the general appearance of the shirt improves.  See the breasts in the pic above.  Select and move/translate polygons and vertexes to eliminate poke through.

    - The armpit can be another problem area.

    - A doublecheck of the mesh tomake sure no more poke through.

    - Under smoothing, click the convert button and the polygon will be subdivided.  The result is about four times as many polygons depending on your mesh.

     

    bb18 select any polygon and check smoothing and see poke through.jpg
    2004 x 1279 - 289K
    bb19 select and pull poke through.jpg
    1915 x 1234 - 230K
    bb20 check problem areas like armpit.jpg
    1500 x 1123 - 128K
    bb21 doublecheck poke through and see smoothing menu and see convert option.jpg
    1530 x 1227 - 236K
    bb22 convert button.jpg
    1665 x 1245 - 244K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    UVMapping Using Seams and Unwrap - Selecting and Assigning Seams

    - UVmapping is done in the third icon in the upper right panel.  I recommend exiting the assemble room and UVMapping in the modeling room proper (wrenchroom).  

    - There are several options to UVMap an object.  Will be using the seams and unfold method in this example.

    - Plan is to create seams similar to a realworld garment.  Will split the garment front and back by placing seams at side.  Will cut off the sleaves with seams around the armpit.  Will remember to split the top of the shoulders.

    - Caution - the symmetry tool will appear but it does not work.  You have to place each individual seam even if it appears like symmetry worked.

    - Enter the UVMapping area by clicking the far right icon in the upper right panel under 'edit mode.'  The screen should divide in half.

    - Select a vertical edge on the side of the torso of a loop that goes up under the armpit and all the way down the sleave.

    - Shift select the corresponding edge on the other side so both are selected.

    - Click loop and the seams will extend the entire length from hip hem to sleeve cuff on both sides.

    - Under the 'unfold' tab, set to seam.  Click plus + and the selected edge loops will turn blue for a seam.

    - Result loop turns blue.

    - Select edge then loop for vertical through armpits.

    Both sides

    Loop select

    - Click plus +under seam and willtrun blue

    - Repeat for top of shoulders.  Select edges from top of armpit loop to neck hole on both sides.  Click plus + seam to turn blue.

     

     

     

     

     

    bb23 uvmapping upper right grid mode.jpg
    2497 x 1161 - 267K
    bb24 select side under middle armpit.jpg
    1938 x 1294 - 256K
    bb25 select other side.jpg
    1945 x 1215 - 237K
    bb26 loop selection gets sides all the way through sleeves both sides.jpg
    2550 x 1086 - 306K
    bb27 unfold tab seams plus.jpg
    457 x 420 - 22K
    bb28 seams turn blue.jpg
    2541 x 1107 - 287K
    bb29 select edge through middle armpit.jpg
    2499 x 1197 - 284K
    bb30 select same edge other sides.jpg
    2034 x 1225 - 225K
    bb31 loopselect.jpg
    2197 x 1315 - 272K
    bb31 loopselect.jpg
    2197 x 1315 - 272K
    bb32 click seams to loop under the armpit.jpg
    2532 x 1101 - 288K
    bb33 shoulder connect sleeve loop top shoulder to neck.jpg
    2536 x 1243 - 306K
    bb34 select both sides top shoulder.jpg
    2536 x 1309 - 310K
    bb35 seams again.jpg
    616 x 549 - 29K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Unwrap Unfold Tool and Initial Results

    -With seams complete, click Unfold.

    - The result is Carrara's attempt to cut the mesh along the seams you set and lay the results flat.  The resulting UV 'islands' are placed along the bottom edge of the square map.

    - Use the zoom tool to examine the islands closer.  

    If the seams have no gaps, the result should have a front panel, back, and two sleeves.

     

     

    bb36 unfold.jpg
    493 x 490 - 23K
    bb37 unfold results.jpg
    2521 x 1294 - 275K
    bb38 zoom tool.jpg
    280 x 279 - 8K
    bb39 zoom in on uvmap.jpg
    2347 x 1297 - 332K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    UV-Island Resize Rotate and Placement

    - Will be selecting, moving, scaling, and rotating the UV islands.  Double click on a UV island to selet the whole island.

    - You can also use standard selection of vertexes, edges, polygons, loops, lasso, etc if want to select just part of an island.

    - In this case, double click on the front panel island to select the whole thing.

    - Use the move/translate arrow tool to move the front panel uptoward middle of map.

    - Repeat for the back torso panel

    - Select both torso panels

    - Use the scale toolwith shift to proprtionately increase the sie of the toro panels and move to upper part of square map.

    - Note that you can try to align the horizontal edges for better visuals

    - Now move and scale the sleeves so that vertical and horizontal make sense.

    - Final UVMap suitable for texturing in your favorite image editor

     

     

     

     

     

    bb40 double click on island to select whole island.jpg
    2262 x 1341 - 341K
    bb41 move scale rotate tools forselected idlands.jpg
    358 x 262 - 13K
    bb42 move main front torso to middle of grid.jpg
    2200 x 1281 - 324K
    bb43 dblclick back torso and move rotate scale next to front torso can try line up horizontals at waist.jpg
    2269 x 1264 - 319K
    bb44 select both torso islands.jpg
    2185 x 1285 - 324K
    bb45 move scale torso islands fill top part of grid.jpg
    2239 x 1258 - 393K
    bb46 dbl click to select left sleeve.jpg
    1807 x 1275 - 325K
    bb47 move rotate sleeve to a place.jpg
    2139 x 1285 - 383K
    bb48 uvislands moved for space efficiency.jpg
    2209 x 1243 - 386K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    More Shading Domains for Torso and Sleeves - Not Collar, Hem, or Cuff

    - Can use the UV islands to select pats of th mesh.  Can use shading domains to select and deselect.  Can combine methods for more detail. 

    - Using UV mode, select the torso panels.  Recall that the collar and lower hem already have shading domains.

    - Use the upper right panelto return to model editing mode with the panels still selected.

    - Use the top Select menu to 'deselect by' shading domain collar.

    -create a new domain for the torso which does not have the collar or hem

    - Can use the same steps to select the sleeves in the UV panel, deselect the cuffs in model edit mode, and create new shading domain for sleeves without cuffs

     

     

    bb50 select torso.jpg
    2541 x 1249 - 461K
    bb51 go back to modeling mode upper right first icon look like hexagon.jpg
    2547 x 1326 - 388K
    bb52 deseect by shading domain.jpg
    1353 x 1035 - 195K
    bb53 deselect by shading domain collar.jpg
    1525 x 1195 - 223K
    bb54 repeat deselect for hem.jpg
    2113 x 1222 - 264K
    bb55 new shading domain.jpg
    2028 x 1300 - 315K
    bb56 new shading domain torso.jpg
    2146 x 1207 - 305K
    bb57 return to uvmap mode in upper right.jpg
    2329 x 1219 - 391K
    bb58 select both sleeves from uvmap.jpg
    2092 x 1258 - 350K
    bb59 return to main modeling mode in edit mode upper right.jpg
    2065 x 1285 - 283K
    bb60 deselect by shading domain.jpg
    1411 x 1249 - 178K
    bb61 deselect by sleevecuff.jpg
    1456 x 970 - 155K
    bb62 new shading domain.jpg
    1857 x 1126 - 236K
    bb63 name sleeves.jpg
    1486 x 1101 - 151K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Results Summary

    bb64 results summary against dummy.jpg
    1995 x 1327 - 237K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Apply Checkerboard Shader to Shirt

    - Can check for distortion in the UVMap by applying a patterned shader to the shirt.

    - In the shader tree, set the color to mixer and choose two colors.

    - For the blended, pick checkerboard and increase the number.

    - Test render shows that the UVMap is a good fit with little distortion

     

    bb65 shader mixer checkers dark and light color.jpg
    2401 x 1180 - 327K
    bb66 set checkers to 40 all over.jpg
    1315 x 945 - 147K
    bb67 test render with checker shader.jpg
    800 x 600 - 41K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Here is the Shirt Model...

    ...used in the screenshot tutorial above

    Free for any use

    See attached zip file

    zip
    zip
    Shirt Test for G9 Base in Carrara Dio ZIP.zip
    54K
    test render.jpg
    800 x 600 - 19K
    Soup.jpg
    800 x 100 - 18K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Clothing Thickness

    There are several alternatives to give clothing edges the appearance of thickness.  In the above example shirt, notice that the edges of the garment look paper thin.  Some thickness options include

    - modeling method A - add curved edges into the primary garment model.  To do this, select the edge loop at the cuff, collar, or hem, then loop, then use the extrude tool to add curled edges

    - modeling method B - use the 'add thickness' tool then delete many interior polygons

    - modeling method C - start with modeling method A and use the 'quick fillet' tool on the edges

    - texture maps - Use bump or normal maps to make hems and seams appear to rise away from the main fabric

    - for stills - wait till after final pose, convert garment model to a primitive then convert back to vertex model and then use add thickness

     

    Draping and Modeled Thickness

    - one disadvantage of adding geometry to model curved edges is that the draping functions like VWD or DForce or Carrara's native softbody physics often try to unravel the edge and the draped garment can appear distorted.

    - one way to try to address distorted edges is to weld the interior edge back to the main garment.  This creates a non-manifold edge, which Carrara's modeler does not like and can behave improperly in Carrara.  A non-manifold edge has more than two planes extending from it.  So if a horizontal edge on the front of a shirt has a plane extending up toward the chest and a plane extending down toward the legs, a non-manifold edge would have at least one more plane, such as a plane extending inwards towards the curled thickness.

    - Daz Studio's DForce simulation system allows for designating a mesh as a DForce Add-On.  One use of a DForce add-on can be to bridge gaps between two or more DForce surfaces.  Therefore, a DForce add-on can be used to avoid a non-manifold edge yet preserve the 'connection' between the curled interior and the main garment.

     

    Exampe of Using Carrara to Create a DForce Add-On

    - I have a tutorial screenshot series demonstrating using Carrara to avoid the non-manifold edge and still create the DForce Add-On starting here.  Diomede's Notepad, Sketchpad, and Chilling Pad - Page 13 - Daz 3D Forums

     

     

    Post edited by Diomede on
  • UnifiedBrainUnifiedBrain Posts: 3,588
    edited November 2022

    Diomede said:

    Here is the Shirt Model...

    ...used in the screenshot tutorial above

    Free for any use

    See attached zip file

     

    Adapted it for a grateful G3F:

    Diomede Shirt modified.png
    2700 x 1800 - 2M
    Post edited by UnifiedBrain on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Excellent! @UnifiedBrain

    Now try with the blast shield down!  Haha. 

    In addition to creating some stuff for yourself, you will get even more out of your existing content as you become comfortable with Carrara's vertex modeler.

    Example.  You can select polygons and create shading domains.  For your adjusted neck line, you could also have left the geomtery in place, selected the polygons you wanted to delete, created a new shading domain for them, and assigned a shader with alpha set to 0or black to make the new shading domain invisible.  Deleting geometry on a clothing item you purchased or got as a freebie creates all sorts of complications, but creating your own shading domain and assigning alpha equals 0 is easy.  See further down is same tutorial comment thread.

    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Creating Shading Domain to Alter Neckline of Existing Rigged Garment

    Alpha maps and shading domains can be used to edit the  appearance of existing rigged items without altering their geometry.  This is useful because morphs cannot add or subtract polygons.  Examples include converting a long sleeve shirt to short sleeve, or long pants to shorts, or...   Here is an example of editing a neck line.  In this example I use the Genesis 2 Victoria 6 figure wearing the G2F basicwear top and shorts.  Going to use the vertex modeler to create a new shading domain in the neckline and add a 0 alpha shader to make look invisible.

    Here is a comparison of before and after. Very simple example.

    aa14 side by side.jpg
    800 x 600 - 58K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Here I load Genesis 2 female Victoria 6 and fit the basicwear top and shorts.

    Click the upper right wrench to enter the vertex modeler and get a warning.  Ignore the warning by clicking OK.

    Rotate the camera view so it is convenient to use the marquis or lasso tool to select front polygons without selecting back polygons.

    Select some polygons in the neckline.

    In lower right box, use the shader domain menu to create a new shader domain.

    Give the shader domain a name.

     

    aa02 select the actorlevelof the top.jpg
    2331 x 1318 - 412K
    aa03 enter vertex modeler and ignore the warning.jpg
    2485 x 1330 - 359K
    aa04 used camera tools to rotate view.jpg
    2521 x 1261 - 331K
    aa05 select some polygons in neckline.jpg
    2517 x 1282 - 355K
    aa06 create new shading domain.jpg
    729 x 636 - 56K
    aa07 name shading domain new neckline.jpg
    2041 x 1263 - 322K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Status check in assemble room - see the new shading domain in the middle of the chest is now default gray.

    aa08 back in assemble room see new shading domain has default gray shader.jpg
    2104 x 1324 - 391K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Set New Shading Domain Alpha to 0 or Black

    Click the upper right paintbrush icon to enter the texture room

    Create a new shader for the new shading domain

    Edit the new shader

    Set alpha to 0 or black

    See result is the new shading domain is invisible.

    aa09 enter texture room for shading domains.jpg
    2235 x 1120 - 213K
    aa10 create new shader for neckline.jpg
    945 x 1368 - 170K
    aa11 edit shader tree for new shader.jpg
    2308 x 1216 - 364K
    aa12 set alpha to black or to zero.jpg
    2334 x 1279 - 351K
    aa13 test render with new neckline.jpg
    400 x 600 - 15K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169

    Compare original neckline to new neckline

     

  • Diomede said:

    Excellent! @UnifiedBrain

    Now try with the blast shield down!  Haha. 

    In addition to creating some stuff for yourself, you will get even more out of your existing content as you become comfortable with Carrara's vertex modeler.

    Example.  You can select polygons and create shading domains.  For your adjusted neck line, you could also have left the geomtery in place, selected the polygons you wanted to delete, created a new shading domain for them, and assigned a shader with alpha set to 0or black to make the new shading domain invisible.  Deleting geometry on a clothing item you purchased or got as a freebie creates all sorts of complications, but creating your own shading domain and assigning alpha equals 0 is easy.  See further down is same tutorial comment thread.

    Another very useful tip, thanks!

  • StezzaStezza Posts: 8,066

    great tips and workflows @diomede

    so much can be done in Carrara that maybe a lot of users are not aware of yes

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    Creating Morphs for Genesis 9 in Carrara

    - some good news / bad news.

    ---Good news.  The even mesh of G9 makes the Carrara displacement brush more effective.

    --- Bad News.  The detail of displacement brush is lost when smoothing resolution is set to zero to export as a morph, and only the broad shapes get saved out

             (Edit:  Wendy says that xNormal can be used to retrieve the lost detail - see her comment below)

    Here is a side-by-side of the default G9 face and a morph I made with the displacement brush in Carrara.  Look closely to see subtle chin/cheek/brow/nose changes.  Was not so subtle as shaped in Carrara.

    See more square chin, sharper cheek bone, more pronounced brow, more arch to nose

    28 default face.jpg
    717 x 855 - 58K
    29 with morph dialed to 100.jpg
    719 x 867 - 65K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169

    Prepare Genesis 9 in Carrara

    Start a fresh Carrara scene and load the Genesis 9 Development Rig (repeat, load the development rig, which only has the body, not the eyes, mouth, etc)

    Note - the developent rig starts with some morphs such as basic masculine.  Won;t be using in this example but good to know.

    Enter the vertex modeler

    Ignore the warning

    00 start new Carrara scene.jpg
    1837 x 764 - 160K
    01 genesis 9 development load.jpg
    1876 x 1002 - 252K
    02 genesis 9 development load.jpg
    1802 x 1029 - 254K
    03 there are some morphs and this is what base masculine looks like.jpg
    1622 x 989 - 257K
    04 use wrench to enter the modeling room.jpg
    1746 x 1024 - 245K
  • DiomedeDiomede Posts: 15,169

    Explore Smoothing settings and the Morphing Tools

    - select at least one vertex, edge, or polygon to view the properties tray on right

    - see smoothing settings - need smoothing set to 0 when export as morph target, but smoothing set to 1,2,3 etc better for displacement brush

    - enable symmetry if desired

    05 select a vertex to bring up right side properties set subdvision to none see top displacement painting is active.jpg
    1861 x 1010 - 304K
    06 symmetry.jpg
    1701 x 971 - 311K
Sign In or Register to comment.