Clothing from GeoShells?

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  • marblemarble Posts: 7,498
    edited September 2023

    Catherine3678ab said:

    Anytime I tell D/S to send a geoshell anything over to Hexagon, D/S crashes.

    As far as I know, from years back, making clothing from mesh that is in essence the same mesh as the target figure is a no-no [if redistributing]. Aside from that, doesn't tend to work the best for clothing anyways.

    There is somewhere in the store here a "Puppet" mesh which makes an excellent starter suit.

    Requiring some modeling work, one can easily get a starter suit started with a program such as 3D Coat. Super skin tight, one has to loosen it abit and clean up some of the mesh to be symmetrical -- and of course design their clothing piece from it. Then uvmap it and make the surface materials. I just made one marble  if you want it let me know.

    Yes I would - thanks. I don't mind the super tight thing - in fact I'd prefer to have the ability to soften and stretch the cloth myself. I'm ok with the Blender sculpt tools but I've never done much with UV maps so I would prefer to have a starter to work from. I don't have 3DCoat so Blender will have to do.

    Post edited by marble on
  • marble said:

    Catherine3678ab said:

    Anytime I tell D/S to send a geoshell anything over to Hexagon, D/S crashes.

    As far as I know, from years back, making clothing from mesh that is in essence the same mesh as the target figure is a no-no [if redistributing]. Aside from that, doesn't tend to work the best for clothing anyways.

    There is somewhere in the store here a "Puppet" mesh which makes an excellent starter suit.

    Requiring some modeling work, one can easily get a starter suit started with a program such as 3D Coat. Super skin tight, one has to loosen it abit and clean up some of the mesh to be symmetrical -- and of course design their clothing piece from it. Then uvmap it and make the surface materials. I just made one marble  if you want it let me know.

    Yes I would - thanks. I don't mind the super tight thing - in fact I'd prefer to have the ability to soften and stretch the cloth myself. I'm ok with the Blender sculpt tools but I've never done much with UV maps so I would prefer to have a starter to work from. I don't have 3DCoat so Blender will have to do.

    Check your PMs.

    In Blender one can apply UVmaps; there should be tutorials available on that. Those are made after all the modeling work is finished.

  • crosswindcrosswind Posts: 6,841
    edited September 2023

    Have to clarify something -:

    1. A geoshell has geometry with dummy facet but with no 'physical mesh', you see no polycount on it in DS. Its 'mesh' derives from its Parent (a Genesis, a Hair, a Prop, etc.) with multi-resolution (Base or HR+SubD). It can be exported because it has 'geometry', and its mesh resolution derived from its Parent will be 'physicalized' when exporting. That's why you can see polycount in Blender. If you set Resolution Level of geoshell's Parent to Base, you even can use a full geoshell with Offset Dist. 0 for sculpting in Blender and import obj back to is Parent as a morph.

    2. A geoshell does not have UV of its own, similar to the 'mesh' above, it derives UV Sets from its Parent. That's why all UV Sets you see from a geoshell are stored in the data folder of its Parent. Even if you make it a unique UV, you always save UV Set to its Parent data folder.

    3. You don't need to save a Figure/Prop asset of the 'geoshell garment' you made, saving a Wearable Preset to the user-facing folder is good enough. It's not like 'mesh garments' that have physical geometry data... if you don't save asset, all the geometry data will be saved in *.duf file...doomed. If you save a geoshell asset, open its dsf file, you'll see the geometry section is the same as the part in Wearable preset duf file, and all Zero value (no data of vertices, weight, etc.).

    If you own the products from 'hameleon' from Rendo, you may play around with them. He's a veteran of making shell garments. I've ever learnt a lot from him.

    Post edited by crosswind on
  • marblemarble Posts: 7,498

    Catherine3678ab said:

    marble said:

    Catherine3678ab said:

    Anytime I tell D/S to send a geoshell anything over to Hexagon, D/S crashes.

    As far as I know, from years back, making clothing from mesh that is in essence the same mesh as the target figure is a no-no [if redistributing]. Aside from that, doesn't tend to work the best for clothing anyways.

    There is somewhere in the store here a "Puppet" mesh which makes an excellent starter suit.

    Requiring some modeling work, one can easily get a starter suit started with a program such as 3D Coat. Super skin tight, one has to loosen it abit and clean up some of the mesh to be symmetrical -- and of course design their clothing piece from it. Then uvmap it and make the surface materials. I just made one marble  if you want it let me know.

    Yes I would - thanks. I don't mind the super tight thing - in fact I'd prefer to have the ability to soften and stretch the cloth myself. I'm ok with the Blender sculpt tools but I've never done much with UV maps so I would prefer to have a starter to work from. I don't have 3DCoat so Blender will have to do.

    Check your PMs.

    In Blender one can apply UVmaps; there should be tutorials available on that. Those are made after all the modeling work is finished.

    Replied to your PM, thank you. 

  • marblemarble Posts: 7,498
    edited September 2023

    crosswind said:

    Have to clarify something -:

    1. A geoshell has geometry with dummy facet but with no 'physical mesh', you see no polycount on it in DS. Its 'mesh' derives from its Parent (a Genesis, a Hair, a Prop, etc.) with multi-resolution (Base or HR+SubD). It can be exported because it has 'geometry', and its mesh resolution derived from its Parent will be 'physicalized' when exporting. That's why you can see polycount in Blender. If you set Resolution Level of geoshell's Parent to Base, you even can use a full geoshell with Offset Dist. 0 for sculpting in Blender and import obj back to is Parent as a morph.

    2. A geoshell does not have UV of its own, similar to the 'mesh' above, it derives UV Sets from its Parent. That's why all UV Sets you see from a geoshell are stored in the data folder of its Parent. Even if you make it a unique UV, you always save UV Set to its Parent data folder.

    3. You don't need to save a Figure/Prop asset of the 'geoshell garment' you made, saving a Wearable Preset to the user-facing folder is good enough. It's not like 'mesh garments' that have physical geometry data... if you don't save asset, all the geometry data will be saved in *.duf file...doomed. If you save a geoshell asset, open its dsf file, you'll see the geometry section is the same as the part in Wearable preset duf file, and all Zero value (no data of vertices, weight, etc.).

    If you own the products from 'hameleon' from Rendo, you may play around with them. He's a veteran of making shell garments. I've ever learnt a lot from him.

     

    Again, it is a response like this that makes me pleased I started this thread - all good information that I was not aware of. 

    Yes, I have a couple of Hameleon products too and now I wonder whether they are shells or they need to be applied to shells? I'm not at my PC right now so will look later. 

    By the way, I've also noticed that R-_-_-hub has some free "clothing" that I'm pretty sure are of the Hameleon type.

    Post edited by marble on
  • crosswindcrosswind Posts: 6,841
    edited September 2023
    ...

    Again, it is a response like this that makes me pleased I started this thread - all good information that I was not aware of. 

    Yes, I have a couple of Hameleon products too and now I wonder whether they are shells or they need to be applied to shells? I'm not at my PC right now so will look later. 

    By the way, I've also noticed that R-_-_-hub has some free "clothing" that I'm pretty sure are of the Hameleon type.

    That's right. Hameleon's 'Easy series' are all Geoshell werables. Only an optional 'Toes' within Easy Stocking / Pantyhose products are 'mesh wearables'. And yes, on RH site, I've ever seen some of the items but did not download.

    Post edited by crosswind on
  • sadly both Dartanbeck and I have been saying the same things everyone you understand and appreciate have but we seem to lack the communication skills crying

    and I in particular seem to be just confusing and frustrating you,

    I am sorry

  • marblemarble Posts: 7,498
    edited September 2023

    WendyLuvsCatz said:

    sadly both Dartanbeck and I have been saying the same things everyone you understand and appreciate have but we seem to lack the communication skills crying

    and I in particular seem to be just confusing and frustrating you,

    I am sorry

     

    If I didn't understand from what you said, that's my fault. I really appreciate all the advice in this thread.The only thing I reacted to was when you said I don't understand the difference between a geoshell and a geograft and I wanted to assure you that I do. 

    Post edited by marble on
  • As mentioned, you don't need to save as a prop asset. Saving the Geoshell as a prop wearable is something DAZ has asked PAs to do when using geoshell in our products (I should know, since I use them extensively as a way to apply effects without messing the skin of the characters it's applied to). I believe it has to do with setting the product with smart content. So, as @crosswind wrote, you can simply save the final thing as a wearable preset (< this is how it was done before we were asked to save as a prop first).

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