UDIM Seam Genesis 8 in Substance 3d Painter
florysmin03
Posts: 10
I need help, i have exported Genesis 8 Female with format .obj and i choose this option to export.
Until i import to Subtance 3d Painter, it show the UDIM, i want to test the material and it show the seam between 1001 and 1002 and i see the 'face', 'ear' clearly shows the color of the material, but 'torso' it's the opposite, the color of the material appears faintly, not very clearly visible.
I don't know how to fix this problem, i spend a lot of time to find the solution, but the resuilts is not good.
Comments
I forgot how to use substance painter, but maybe this is due to different texel density of 1001 and torso.
I notice you have triplanar projection, so it shouldnt really matter what the texel density is though.
Perhaps ensure you bake mesh maps before adding material, and increase the project resolution to higher resolution?
AFAIK, the issue coming from the height effect cannot be avoided when filling or painting across UV tiles with different texel density...(with which the resolution was re-scaled when UV unwrapping). And especially... you cannot remake a UDIM UV set for a G8.X at the moment...
You can fill / paint on UV tile separately and tweak the Height opacity... or add a Filter of Height Adjument and set different values on Torso layer, but the result won't be as good as expected...
So to fix it quickly, just turn off Height and use Normal instead (ss1).. and crank up Normal intensity as needed in Technical params (ss2).
I followed your instructions and it fixed.
https://imgur.com/a/mkePAE1
But when i zoom closer, i can see the the seam blur in "torso", contrary to "face", it show clearly the material.
https://imgur.com/a/wXkkEEC
While working through the steps, I don't know if I'm missing any steps.
Can you help me, please?
Actually i don't know how bake mesh maps to increase the project resolution to higher resolution, can you help me this step?
Ah... I didn't observe it with a close-up view. Frankly speaking, I don't know the root reason but I still think it's because of texel density coming from UV tiles of G8F. Maybe some Substance Pt expert can help to give a full resolution in this case.
For the time being, I could only paint / fill on Face and Torso separately and used a Blur filter on Face to make them look identical AMAP. (ss1)
However, if you use a G8.1F, you won't find any issue of this sort on Face and Head tiles. I'm not 100% sure but I think it might be one of the reasons that G8.1 has a separate Head surface in UDIM... (ss2)
Baking mesh maps is just the final step of Baking after all painting work is done ~ However, since Pt is WYSIWYG, so even if you output texture maps with 8K, the blurry Torso map is still blurry ~~
While 8.1 has even texel density on the head and neck UDIMs, i guess you will still have the issue with the neck/torso boundary.
Just a side note regarding baking mesh maps. baking mesh maps is not the same as baking textures/exporting textures. Typically, you would bake mesh maps as first step after loading project, because some generators need them, and you can use/feed mesh maps into other aspects of painter. I guess the most useful ones are generated from highpoly to lowpoly but other general mesh maps are used by generators/smart materials, so if there are no mesh maps there's a possibility they will display incorrectly.
It's really a good topic which is worth a dive-in.... First, I didn't think baking mesh maps would be relevant to OP's case when using Genesis figures in Pt. Then I wonder how PAs handle this task while painting whatever textures on G8 / G9.. so as to get seamless texuture maps. I really don't think they have to deal with baking mesh map... high / low poly relevance in such cases when working with G8/G9 ~~ Even if it's a must at the end of the day, can it work for the designated tile(s) and eventually bring us great results ... ?
Edit: I used V8.1 from Daz Originals for a comparison, as expected, the blurry issues are obviously seen...(ss1 ~ 3) I recalled we discussed the similar "seam issue" in another thread in Tech sub-forum last month ~~ so I'm lost. How to explain such things ?
Edit2: Even on V9 HD, the same issue has been found... (ss4) Besides, these blurry issues can also be clearly seen in Texture Shaded drawstyle.
I understand, so how can i change or convert Genesis 8 to Genesis 8.1 because my character Genesis 8 use the face transfer.
Ah, you made the character with Face Transfer. Yeah, unfortunately there's no default Base figure of G8.1 for the users to choose in FT plugin... but you have options as below:
1) If you've already saved the morph assets of the generated / customized character on G8, just load a G8.1 figure and dial the morph(s).
2) If you haven't done the above, suggest you well create and save morph assets first of all with the current G8 figure...by following Jay's tutorial in here: https://youtu.be/PnPOD_d2GOs?si=CwE_txhOWHagKLI8 Then go for step 1.
However, the seam issue will be more or less still there as far as I experiment with G8.1. As the examples, I've shown you the screenshots of issues coming from V8.1/V9 as above.... so it's up to you to have a go or no-go...
OK, maybe I'll take the time to research more. Allow me to ask a few side questions in this discussion.
I use the plugin Figure Converter for Genesis 9 and i have 2 character G9 and G8
https://imgur.com/a/fSwQ3Vr
I use this plugin to change the G9 shap same like G8
https://imgur.com/a/ochD1KK
But when i use clothing like shoes and drag the slider "Genesis 8 Female converted to G9 Body" form 0 to 100% it has been deformed
https://imgur.com/a/iNLzxQh
I have searched on the google but I cannot find the solution and I don't know how to fix this.
Can you help me, please?
No problem ~ 1) Before conversion, DO NOT load any wearable to G9, especially these shoes that add feet pose to G9 figure. So, always convert figure with zeroed pose ! 2) After conversion, load the shoes. You should find them well fitted.
However, depending on the figure's body morph, you might see some tiny distortion on the shoes. (like the ones in below screenshot...) That's normal. Then, as an SOP, you need to fix "body morph" in shoes hidden property. That'll be another topic ~~
Just go for converting the figure with above steps 1 ~ 3. If there's distortion on the shoes, I'll show you how to fix them. You better know some modeling / sculpting software like Blender....
Oh, i can fix it. I just use the another model like shoes and use transfer utility to fit to the character with this setting.
https://imgur.com/a/H4KXD2u
And it's deform.
https://imgur.com/a/irJCw1Z
Then i use the Morph Loader Pro with this setting and choose the modeling shoes i sculpt. I follow the instructions in the video here.
https://imgur.com/a/s3wl5dN
The modeling shoes fit perfect with no deformation.
https://imgur.com/a/7haLvDV
But the problem is when i save and exit the program, and i run the program with my project DAZ again, it don't save the morgh i was built it before, it just like deformation and break it all.
https://imgur.com/a/92Zm3LO
Can you help me this problem?
Again, the reminder for the original case : After loading G9 into the scene, DO NOT load shoes to G9. Keep the default A-Pose, then convert the figure with Figure Converter. (ss 1 ~ 2)
Then, you were making things more complicated... What you did was rigging a shoes object to a non G9 Base figure (i.e. with converted body morph dialed)... Kelvin Jin (Shinteo) is a character converter (by ripping character models from video games and convert them to DS format, etc....) and what he did is a non-standard case... as he directly rigged wearables on a character rather than Base figure, which is not a standard procedure and not really recommended. But yes, that is the typical workflow when we rig / convert wearables on customized characters...
As for the issue in your last screenshot: after fixing the shoes, you need to, either (better) : save a Figure/Prop asset as well as the feet pose preset (ss3); or (temporarily) : save a Wearable Preset of the shoes with feet pose (ss4). Then reload the saved Figure or the Wearable Preset to the converted G9 figure after re-opening your project scene.
Ok, thank you for support me this discussion, I hope that times help can see you more. Have a good day
Hello, i followed your instructions but it's still the same even though I saved it and it still can't run the presets I saved. It is still the same as when I discussed it with you in the comment section above.
Can you help me this problem, please?
If you did each step correctly, it will always work. I don't have your files so I have no way to simulate your case... Or you better record a video of the process that didn't work for you...
Maybe I'm missing some step, I'll will take time to learn more.
Just take it easy ~ I recorded 2 short videos of the workflow for you:
Save as Figure Asset: https://mega.nz/file/TLIVSZ4A#RuMbJqKRqLGWNpssvQHwiC1Ux3ZKVOGIYKawrTeahLk
Save as Wearable Preset: https://mega.nz/file/iSgl3IYQ#ldEdayBs4M46i4cdWFtLJkC4dKAo0C8HXEvDcD7DrWY
Wow, it works, thanks. But I have a problem that I forgot to ask you.
I have 2 character G8 and G9 and i use the plugin Figure Converter for G9 with this setting
https://imgur.com/a/d5Xb34B
and this is final
https://imgur.com/a/pbGocT7
It works perfect until i close the program and run the program again and it changes shape like a combination of G8 and G9, it's not very nice.
https://imgur.com/a/3A9SApH
Can you help me fix this problem?
That seems still not correct in terms of your operation... As I said above, you must go for conversion with both figures in default A-Pose (zeroed pose) !
Redo your conversion, then Adjust Rigging to Shape and ERC Freeze the morph(s) you created. Check this tutorial by Jay, https://youtu.be/jROlY34tNNU?si=nAE_XuBWZFCi-jxA the part in between 17 mins ~ 19 mins.
I also recommend Rigger Plus for G9 https://www.daz3d.com/shape-rigger-plus-genesis-9-edition which is now with 60% discount. This script is faster and accurate than DS default function of ERC Freeze.
Oh wow, i did it, thank you very much, I will try and improve more in the future. Have a good day.
Parfait !
Yea, conversion still needs more work... after posing the figure, check corrective morphs..., check if expression dials work well (Eye Blink, Eye Side-Side, Jaw Open...) yada yada ~~ Good luck !
Have a great day !