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

1394042444550

Comments

  • use xNormal to add back the details 

  • DiomedeDiomede Posts: 15,169

    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.

    07 dispacement clicked goes white.jpg
    1723 x 940 - 153K
    09 way too powerful.jpg
    1646 x 1002 - 152K
    10 edit undo displacement.jpg
    1747 x 979 - 154K
    11 reduce strength to 3.jpg
    1778 x 969 - 155K
  • DiomedeDiomede Posts: 15,169

    WendyLuvsCatz said:

    use xNormal to add back the details 

    How do you do that?

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    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

    12 hold shift to displace inward.jpg
    1083 x 908 - 87K
    13 can set brush to smooth.jpg
    1368 x 901 - 115K
    14 can increase brush to 50.jpg
    1570 x 972 - 136K
    Post edited by Diomede on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,223
    edited November 2022

    Diomede said:

    WendyLuvsCatz said:

    use xNormal to add back the details 

    How do you do that?

    obj exports 

    https://xnormal.net/

    Malwarebytes is flagging the download though surprise

    Zbrush Zprojection to a subdivided mesh and multimap exporter may be a safer option 

    I already have xNormal from years ago

    Post edited by WendyLuvsCatz on
  • DiomedeDiomede Posts: 15,169

    Complete Shaping, Return to Modeler, and Reduce Smoothing to 0 for Export

    15 after some shaping see rough brows rough nose rough cheeks.jpg
    1686 x 983 - 146K
    16 go back modeling room with a vertex selected see deformations.jpg
    1902 x 964 - 285K
    17 take off smoothing detail seems to disappear.jpg
    1918 x 996 - 304K
  • DiomedeDiomede Posts: 15,169

    WendyLuvsCatz said:

    Diomede said:

    WendyLuvsCatz said:

    use xNormal to add back the details 

    How do you do that?

    obj exports 

    https://xnormal.net/

    Malwarebytes is flagging the download though surprise

    Thanks.  I have edited the first post of the series.  

  • DiomedeDiomede Posts: 15,169
    edited November 2022

    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

    18 with smoothing set at 2 and dispalcement map.jpg
    1131 x 978 - 106K
    19 smoothing set to zero.jpg
    839 x 838 - 59K
    20 masculine set to zero.jpg
    1626 x 990 - 214K
    21 file export.jpg
    1172 x 693 - 130K
    22 save obj as daz studio morph target.jpg
    774 x 690 - 79K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169

    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.

    23 new studio scene.jpg
    1809 x 970 - 225K
    24 morph loader pro.jpg
    1730 x 978 - 239K
    25 morph loader pro menu carrara scale deltas only might need reverse defomrations sometimes but not this time.jpg
    1795 x 968 - 241K
    26 morph loaded successfully.jpg
    1283 x 897 - 147K
  • DiomedeDiomede Posts: 15,169

    Save the Morph Asset - Check ONLY the New Morph

    27 morph appears on list in morph loader area because not specify other.jpg
    1291 x 982 - 185K
    30 save as morph asset then CHECK ONLY WHAT WANT MOROHED IN THIS CASE HEAD and choose only your current morph loader morph.jpg
    1736 x 954 - 231K
    31 give product name vendor name and check only the morph and area affect.jpg
    1084 x 779 - 98K
  • I sent you a message 

  • DiomedeDiomede Posts: 15,169

    WendyLuvsCatz said:

    I sent you a message 

    Got it.  Thank you.  Will probably have questions down the line.

  • DiomedeDiomede Posts: 15,169

    WendyLuvsCatz said:

    I sent you a message 

    Got it.  Thank you.  Will probably have questions down the line.

  • DiomedeDiomede Posts: 15,169

    WendyLuvsCatz said:

    I sent you a message 

    Got it.  Thank you.  Will probably have questions down the line.

  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

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

    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.

    test render opacity geoshell.png
    1500 x 1800 - 2M
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

     

    01 open Carrara and load a G9 base figure no eyes no etc after convert to blended weight and saved as character preset.jpg
    1917 x 1014 - 303K
    02 seelct the actor level which is the mesh.jpg
    1911 x 1019 - 296K
    03 3d paint tool is in upper left corner next to the wrench.jpg
    562 x 429 - 40K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

     

    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
    1302 x 891 - 151K
    12 the body turns white.jpg
    1453 x 967 - 176K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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.

    13 default tool menu.jpg
    824 x 878 - 105K
    14 cheange settings symmetry in x color brush black brush size down to 5 smoothing 0.jpg
    813 x 877 - 106K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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.

     

    15 start painting black around waist.jpg
    1171 x 701 - 88K
    16 increase brush size.jpg
    328 x 367 - 27K
    17 quickly black upper torso.jpg
    1188 x 1004 - 150K
    18 set brush color back to white.jpg
    571 x 621 - 61K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

    19 line tool in upper left.jpg
    319 x 210 - 12K
    21 drew line on side.jpg
    672 x 423 - 20K
    22 drew line on front.jpg
    556 x 242 - 13K
    23 draw line on back stray marks are because symmetry but uvmap artifacts.jpg
    619 x 332 - 16K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

    24 go back to paint brush tool.jpg
    440 x 306 - 20K
    25 turn symmetry OFF for paint brush tool.jpg
    472 x 768 - 57K
    26 use combination of line tool and brush tool to get what you want.jpg
    1399 x 977 - 179K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

    27 switch from tool menu to textures menu see map in color channel.jpg
    405 x 466 - 33K
    28 right click on map to bring up save menu.jpg
    450 x 417 - 36K
    29 see map has been saved as a tif.jpg
    1225 x 906 - 163K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

    30 texture room body create a new shader.jpg
    611 x 646 - 61K
    31 bring up new shader to edit.jpg
    1722 x 871 - 262K
    32 bring up shader menu and change to complex multichannel mixer.jpg
    1055 x 633 - 140K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

    33 in color channel navigate to base male map and load body diffuse.jpg
    1740 x 957 - 279K
    34 lad normal in bump channel.jpg
    814 x 638 - 103K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    Set Channel 2 Shader to Any Color Not Skin

    - change color

    35 source 2 i set color to blue and entered a spots bump.jpg
    1194 x 878 - 190K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    Load Painted Opacity Map in Blender Channel

    - Load Painted Opacity Map in Blender Channel

    36 in blender challenge load the map just painted.jpg
    1281 x 717 - 128K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

    37 test render.jpg
    800 x 600 - 16K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

    38 in daz studio load michel 9 hd.jpg
    988 x 533 - 99K
    39 create new geometry shell.jpg
    1082 x 528 - 111K
    40 give names etc.jpg
    671 x 390 - 55K
    41 geometry shell appears in michael tree.jpg
    1149 x 845 - 120K
    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,169
    edited December 2022

    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

     

     

    42 now have shell aplied to arms body fingernails etc.jpg
    985 x 741 - 87K
    43 select arms.jpg
    1306 x 844 - 166K
    44 find opacity channel and set to 0 notice arms appear normal in viewport.jpg
    1400 x 875 - 154K
    45 repeat for everything but the body.jpg
    1456 x 888 - 164K
    Post edited by Diomede on
Sign In or Register to comment.