So... what are your coolest Geometry Shell tricks?

What can you do with them and how can you best use them? :)

Comments

  • RKane_1RKane_1 Posts: 3,037

    Really? No one?

    Okay, I will start. Make a geometry shell with like .25cm offset.

    Go to Zbrush with it and make a costume.

    GoZ back to DAZ and you make it a conforming piece of clothing.

    Viola! You now have a brand new custom made outift that fit's fairly skin tight. :)

    You will not be able to sell it as it simply a copy but works wonders for your own renders. :)

  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2017

    I think you know well already,, and you said coolest ,  then I hesitate.smiley But anyway I use geometry editor,  as new skin layer , tatoo or  sweat drop etc,,, which can mask by  texture with opacity or transmission, without care about indivicual character UV .  we can see those  as real products too. (eg simon wm products).

    I think shell can easy add kind of base thickness (without directly change normal of real actor skin)  though I usually use layer image editor, to add tatoo, or sweat, but we can not controll individual layer normal or thickness. geometry shell can do it as skin layer. (eg we apply normal or displacement map about shell only,or simply add thickness then cut out )

     I sometimes  use shell to make quick monster skin ,appleid shader ( half transparent, wire flame emission, or water, metal , etc,,)  and hide real actor skin,when I hope to add simple Sifi monster.

    though we can add those shader on to Actor skin, but shell can easy change mat, without break default Actor skin and can remove easy to return base mat.

    And I sometimes plan to make metal fluid moster with simulation,from exported posed shell mesh., and re-import to current daz scene (I believe it not so difficult,, when I play with fluid simulation in blender,,and make sweat etc,,  but I think,, it may take many time to ciculation,  then hesitate)

     

    Post edited by kitakoredaz on
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