How to make Geo-Grafting with blender?

MirianaSaranaMirianaSarana Posts: 8
edited September 2015 in New Users

I already searched for tutorials in the forum and I found one but it is not really helpfuly. I am new to the whole 3D thing and not so much experienced with blender or other programs where someone can maybe make Geo-Grafting for Daz3d figures. Can somebody make a tutorial that explains the way Geo-Grafting is made with blender. It would be nice if people who are not that experienced could understand it.

Post edited by MirianaSarana on

Comments

  • A GeoGraft is an add-on part that (usually) welds seamlessly onto the base figure, hiding the area to which it attaches. Creating GeoGraft does require the ability to model, so you should probably start off by learning how to create the type of thing you want o add (body parts, mechanical items or whater) in Blender, then basic import into DS and rigging, then you can loop at creating a GeoGraft.

  • And how am I supposed to do that if there is not a tutorial who can help me? I mean if I do not know how to get the figure right in blender and back to Daz3d and wich things I have to select to bring the GeoGraft to Daz3d.

  • You need to learn general Blender modelling to start with, I think. A prop doesn't require anything special for use in DS. Once you can model to a degree you will be better placed to make sense of the additional requirements for making a DS figure, and particularly a GeoGraft. What is it that you are wanting to make in the end?

  • I alredy can make some simple objects for DS in blender (like a cup) but I have no ideo how to make GeoGrafting and how to export the figure right in blender for making a GeoGraft. I do not know how to import the figure in DS and what things I have to select for the GeoGraft. 

    I want to make horns, tails and snake bodys for a figures.

  • OK, to export for Blender can be a little tricky as the supplied Blender preset isn't (I am told) correct - SickleYield has a guide to the correct settings which I believe does work http://www.daz3d.com/forums/discussion/comment/408904/#Comment_408904 . The figure must be zeroed - no poses or morphs applied - and in the base resolution (Parameters pane Mesh Resolution group) when you export for creating GeoGrafts (or morphs).

    To make a GeoGraft you need to seelct a ring (or rings) of edges to define the boundary of the graft - that ring of edges must remain unchanged, but you can build your new geometry on that (discarding everything outside the boundaries). So for example you might select a couple of loops on either side of the head for the attachment of your horns and extrude the edges out to define the horns.

  • I alredy can make some simple objects for DS in blender (like a cup) but I have no ideo how to make GeoGrafting and how to export the figure right in blender for making a GeoGraft. I do not know how to import the figure in DS and what things I have to select for the GeoGraft. 

    I want to make horns, tails and snake bodys for a figures.

    This doesn't cover the making or the details of importing the GeoGraft, but I have a tutorial thread on installing them on the Genesis figures here. There is some advice on the requirements of the GeoGraft model, though, and quite a few questions that have been asked and answered that you might find useful.

  • I tried the tutorial from Hiro Protagonist out. At first I exported the figure to Sculpris and than to blender. Then I opened the figure as a prop and tried the tutorial out. The geograft worked but the imported figure was over the first figure and it looks wrong.

    Then I tried to export the figure to blender and imported it back to Daz3d but the figure has the wrong scale (it was to little).

    I already tried some tutorials out that I found on the internet but nothing was working.

    So can you please tell me witch settings you used to get the figure right in blender an back to Daz3d?

  • jestmartjestmart Posts: 4,449

    The Blender scale options in Studio are wrong, use Custom 100% scale to both export and import.

  • The  Blender preset in DAZ is incorrect. I use "Lightwave", which is 10,000% and is correct for Blender physics and default metrics. However, that is not really relevant for morphs and importing Geo-Grafts. As long as you use the same scale on import and export it will be fine. There can be advantages in working in different scales in Blender; it's all down to what you are comfortable with. SickleYield, for example, notes that she likes uses Poser scale.

  • MirianaSaranaMirianaSarana Posts: 8
    edited September 2015

    I tried to make a Geo-Graft but now it looks like this:

    image

    What do I make wrong?

    2015_09_15_22_03_17_608x532 - Kopie (2).jpg
    608 x 532 - 53K
    Post edited by MirianaSarana on
  • It looks to me as if you have exported the whole of Genesis along with your actual graft object. The grey with gold-looking patches show interference artifacts where the two meshes (your target figure and your graft item) intersect. If you are starting with Genesis to obtain the matching ring of polys (I as I suggest you do) you need to delete everything else outside that outer ring.

     

  • I did not exported the whole Genesis with the garft object. It was like this: I just exported the figure that would be the GeoGraft. Then I imported it into blender and made the GeoGraft. After that I exported the figure and than I imported it back to Daz3d but the body looked like thats in the picture. The grey with gold-looking patches where already there when I imported it to Daz3d to the original Genesis in the scene and then I followed your tutorial and it was working but it still looks weird like in the picture.

    The reason could be that I use the wrong settings when I export and import figures. I never found a good tutorial that could show me how to do it right I think.

  • You export the whole figure, then you seelct and delete the unwanted parts in Blender - you should end up with none of the original mesh, just your new mesh, though you will probably need to keep a ring of polygons for a while so you have the edge loop to build the new geometry from.

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