Genesis 3 Female (and Male) seam guides now available

SnowSultanSnowSultan Posts: 3,630
edited July 2016 in The Commons

Sorry about the delay, these took longer than expected and I got tied up with other things as well.

edit: sorry, all my links were broken when I switched to a new website. You can find it here:

 http://www.snowsultan.com/seam-guides/

approx. 4 meg, all 4096x4096, all GIFs to reduce file size. Be sure to convert them to 24-bit color before painting. I will update my storage site tomorrow with a link as well.


8 guides included: head, torso, arms, legs, eyes, a second eye guide for the eyemoisture, eyelashes, and mouth. Lots of notes and labels to help with the more confusing connections, particularly the neck and torso-to-arm areas. Also includes KickAir 8P's palm and sole guides to help creating dark-skinned characters that would have different tones on these areas.


As always, if you notice any errors, please let me know and I will get them fixed right away. I hope these guides can be helpful in the creation of new and detailed Genesis 3 skin textures! We certainly need them right now. ;)


SnowS

 

edit: guh, I noticed one tiny mistake already. where it says "please note LL1 and RR1 seams...", the RR should be "RL" (for right leg).

Post edited by SnowSultan on
«13

Comments

  • patience55patience55 Posts: 7,006
    edited December 1969

    Oh thank you!!! And yes she needs some textures!

  • dizzy88dizzy88 Posts: 51
    edited December 1969

    This is super helpful - thanks!

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited July 2015

    This is super helpful - thanks!
    Same here, especially with the color codes. Now I just need to figure out how to use Gimp well enough, lol. One step at a time, lol.
    (EDIT)
    I just zoomed into one of the maps. UV mesh contour lines, epic. The file numbers appear off at first glance, still quite useful as is.
    G3F_UDIM_mapping_UVquardnts_001_005crop1.png
    800 x 200 - 31K
    Post edited by ZarconDeeGrissom on
  • SnowSultanSnowSultan Posts: 3,630
    edited July 2015

    The file numbers appear off at first glance, still quite useful as is.

    Not quite sure what you mean, I numbered them based on how they are numbered in DAZ Studio's Surfaces panel so it would be easier to see which surfaces are on each map. The numbering shouldn't matter when it comes to texturing in Photoshop or GIMP anyway.

    edit: oh, you mean they're numbered differently than the DAZ default textures? OK, that is a little strange that DAZ would number them differently than Studio would. I can rename them based on DAZ's if that becomes the norm.

    Post edited by SnowSultan on
  • patience55patience55 Posts: 7,006
    edited December 2015

    Please do not confuse matters. We are not playing with the uv mesh here. Just making textures. Paint on the paper and apply to model.

    zarcondeegrissom said:

    darrick.yee said:

    This is super helpful - thanks!

    Same here, especially with the color codes. Now I just need to figure out how to use Gimp well enough, lol. One step at a time, lol.
    ... edit ...   I just zoomed into one of the maps. UV mesh contour lines, epic. The file numbers appear off at first glance, still quite useful as is.

     

    edited to fix up some quirky mixture of words that happened since first posted.

    Post edited by patience55 on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited July 2015

    This is super helpful - thanks!
    Same here, especially with the color codes. Now I just need to figure out how to use Gimp well enough, lol. One step at a time, lol.
    (EDIT)
    I just zoomed into one of the maps. UV mesh contour lines, epic. The file numbers appear off at first glance, still quite useful as is.

    Please do not confuse matters. We are not playing with the uv mesh here. Just making textures. Paint on the paper and apply to model
    OK, so that 1001, 1002, etc thing is not important at this level, gotcha.

    SnowSultan. Odd that the mouth is template 7 in the surface tab, and 1005 in UDIM file names. I didn't ketch that difference. fascinating.
    (EDIT)
    I even listed them as a breadcrumb quite some time ago in the same post, and didn't ketch that, lol
    http://www.daz3d.com/forums/viewreply/845394/

    Post edited by ZarconDeeGrissom on
  • SnowSultanSnowSultan Posts: 3,630
    edited July 2015

    Odd that the mouth is template 7 in the surface tab, and 1005 in UDIM file names. I didn’t ketch that difference. fascinating.

    Yeah I wondered about that when I first started working on it too, the mouth has always been like the 4th or 5th template in previous figures. I just went with what Studio said. ;)

    It makes no difference when it comes to actually making textures though, like Patience said. Just paint on them (always use new layers so you don't permanently paint over the guide) and check your work often by loading them as textures in Studio and pressing CTRL-I to refresh the textures there after you've saved them in your paint program.

    Post edited by SnowSultan on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Thanks SnowSultan and Patience55. Sounds remarkably similar to something I proposed as a long-winded and tedious G2F to G3F figure conversion, lol. Gimp and Hex are Still way beyond my skills at the moment. That CTRL-I Tidbit is quite helpful, I didn't know about that.

  • NadinoNadino Posts: 258
    edited December 1969

    SnowSultan you are AWESOME! :)

    This UV biz is becoming so overcomplicated when it doesn't need to be.

  • sandmanmaxsandmanmax Posts: 992
    edited December 1969

    I'm just now installing Genesis 3 and took a look at the templates. These will come in handy. I don't suppose there's an alternate UV mapping like for Genesis so you can use your existing texture maps?

  • wizwiz Posts: 1,100
    edited December 1969

    Thank you.

    Your work is, as usual, excellent and useful.

    It's also scary, because it shows pretty clearly how dramatically flawed the new G3 maps are (despite the big talk about UDIM). You can see four almost complete folds in the face, and very high compression on the underside of the breasts (worse than G2, which was in turn a colossal step backwards from the very well done mapping of Genesis).

    Weird, because all three of DAZ's renderers have Ptex support.
    * IRAY got it in 2012
    * LuxRender and 3dlight got it back in 2011

  • SnowSultanSnowSultan Posts: 3,630
    edited July 2015

    Thanks for the nice words so far!


    This UV biz is becoming so overcomplicated when it doesn’t need to be.

    I know DAZ's reasons for having so many UVs, but unless you are making a high-resolution texture for a character that has a significantly different shape (like the Reptilian or Minotaur), I would always recommend just using the Base UVs. Creating a texture using them ensures that everyone can use it.

    I will make similar guides for the Genesis 3 Male when he is released, but I have no plans to make any for specific character morphs like Victoria 7, Michael 7, etc.

    I don’t suppose there’s an alternate UV mapping like for Genesis so you can use your existing texture maps?

    Unfortunately no, and that is perhaps the biggest problem with Genesis 3. Some clothing can fit and the basic morphs are still affordable, but not being able to use our collections of textures stops many of us in our tracks when it comes to transitioning to Genesis 3.

    Post edited by SnowSultan on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Agreeing with SnowSultan

    I'm just now installing Genesis 3 and took a look at the templates. These will come in handy. I don't suppose there's an alternate UV mapping like for Genesis so you can use your existing texture maps?
    As I posted in that other, What is G3F thread.
    In Daz Studio 4.8, Scripts, can’t access Hexagon (or any other external 3D modeling program) to make a UV automatically? Scripts can’t access PS/GIMP to redo the image layouts pixel by pixel? And Scripts can’t add and rearrange zones to G3F’s surface tab? Every way I look at it under the hood, it’s impossible in Studio alone with just a script, to automatically do a clean G3F UV conversion. It will require a lot of manual work on each map outside of Daz Studio to clean up edges, and relocate stuff on the map images, to convert them to UDIM.

    http://www.daz3d.com/forums/discussion/58049/
    Lots of screen caps, and breadcrumbs.
  • NadinoNadino Posts: 258
    edited December 1969

    This UV biz is becoming so overcomplicated when it doesn’t need to be.

    I know DAZ's reasons for having so many UVs, but unless you are making a high-resolution texture for a character that has a significantly different shape (like the Reptilian or Minotaur), I would always recommend just using the Base UVs. Creating a texture using them ensures that everyone can use it.

    I will make similar guides for the Genesis 3 Male when he is released, but I have no plans to make any for specific character morphs like Victoria 7, Michael 7, etc.

    I totally agree. The overcomplicated comment referred to the panic and over analyzing of the UDIM tech.
    They (DAZ) should have just referred to it as a new UV Set. Would have made more sense to most users.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited December 1969

    Nadino said:

    This UV biz is becoming so overcomplicated when it doesn’t need to be.

    I know DAZ's reasons for having so many UVs, but unless you are making a high-resolution texture for a character that has a significantly different shape (like the Reptilian or Minotaur), I would always recommend just using the Base UVs. Creating a texture using them ensures that everyone can use it.

    I will make similar guides for the Genesis 3 Male when he is released, but I have no plans to make any for specific character morphs like Victoria 7, Michael 7, etc.

    I totally agree. The overcomplicated comment referred to the panic and over analyzing of the UDIM tech.
    They (DAZ) should have just referred to it as a new UV Set. Would have made more sense to most users.Yea, my first read threw of what is UDIM, had me way off, as I thought it was describing a new pixel level thing (like gif compression), not a new way of organizing UV maps at a much higher level. lol.

  • SixDsSixDs Posts: 2,384
    edited December 1969

    Thanks for the templates, Snow. These and all the others. Snow Sultan: always there with a seam guide when you need one. :)

  • sandmanmaxsandmanmax Posts: 992
    edited December 1969

    Well, I got everything installed and just ran my first render. I'm pretty impressed. It helps that I've got a really good NVDIA card. I'm going to have to learn more about IRAY now.

  • almahiedraalmahiedra Posts: 1,353
    edited December 1969

    Sorry about the delay, these took longer than expected and I got tied up with other things as well.


    http://www.snowsultan.com/seams/genesis3female_seams.zip


    approx. 4 meg, all 4096x4096, all GIFs to reduce file size. Be sure to convert them to 24-bit color before painting. I will update my storage site tomorrow with a link as well.


    8 guides included: head, torso, arms, legs, eyes, a second eye guide for the eyemoisture, eyelashes, and mouth. Lots of notes and labels to help with the more confusing connections, particularly the neck and torso-to-arm areas. Also includes KickAir 8P's palm and sole guides to help creating dark-skinned characters that would have different tones on these areas.


    As always, if you notice any errors, please let me know and I will get them fixed right away. I hope these guides can be helpful in the creation of new and detailed Genesis 3 skin textures! We certainly need them right now. ;)


    SnowS

    edit: guh, I noticed one tiny mistake already. where it says "please note LL1 and RR1 seams...", the RR should be "RL" (for right leg).


    Thankssssssssssss!!!

  • DarkSpartanDarkSpartan Posts: 1,096
    edited December 1969

    Thanks, Snowy!

    I've been dying to break out Photoshop and get to work on some toony skins for some new shapes I've been playing with.

  • RAMWolffRAMWolff Posts: 10,222

    This is so awesome.  Thanks so much Snow Sultan!  laugh

  • HeavyRayHeavyRay Posts: 176

    Once again, you selflessly come through for us... THANK YOU!!!

  • SnowSultanSnowSultan Posts: 3,630
    edited July 2015

    Thanks everyone, I hope they can be useful!

     

    (uploaded to my storage site at www.snowsultan.com, minor label error fixed.)

    Post edited by SnowSultan on
  • GhostofMacbethGhostofMacbeth Posts: 1,665

    Thank you very much

  • KeryaKerya Posts: 10,943

    Thank you very, very much!

  • Thank you very much!

  • SnowSultanSnowSultan Posts: 3,630

    You're welcome!

    I do plan to get around to making the G3M seam guides, but I still have some things to do first. Sorry about the continuing delays.

  • mcorrmcorr Posts: 1,093

    Thanks so much!

  • Is there any chance you could do one for the mill dog?? I need one badly.

  • SnowSultanSnowSultan Posts: 3,630

    Taisho: Very sorry, I'm really only making guides for the primary figures now.

  • I just pulled it up using UVMapper Classic.  It's only one map which makes it super easy, Taisho.  Here's the link to UVMapper. http://www.uvmapper.com/downloads.html  You just load the obj file from the Geometries folder, then save the map by clicking on File/Save Texture Map.  It defaults to 512x512, so make sure resize it.  The textures that come with the dog are 3000x3000. Oh, and it also only saves as a BMP file, so when you load it into Gimp or Photoshop or something, you can save it as png.  

    I'm not sure about the legalities but if it's ok, I can post it somewhere.

Sign In or Register to comment.