Muscularity Normal/Bump Maps f…
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Muscularity Normal/Bump Maps for G3/G8 Females?

Are there any Muscularity Normal/Bump Maps I can apply to any character? I would like to use it for a game engine using Genesis 3 figures so a normal map would add nice muscle definition that is harder to get with an actual morph given the decimation.
Thanks
Post edited by hazneliel_cc85b88108 on
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Im looking for normal maps similar to this one
Please let me know if you can find more examples of products with normals like these for G3 and G8 Females
Thank you
Darius 7 has very defined normals.
Please don't post texture maps.
Im sorry but why not?
Thanks, forgot to mention Im looking for females
Thanks, forgot to mention I am looking for female figures.
Someone could theoretically take that picture and use it as a texture map.
I'd check out Ophelia 7.
Thanks, I see where are you going but I dont mind somebody doing that since is a texture I created and is a low res screenshot of the texture.
Given this I will post it again so moderators please do not remove it!
Regards
Thanks, this product looks promising, will take a look!
Checked it out, unfortunately it doesn't have good muscular normal maps
Sorry, I hadn't realised it was one of your own textures.
Freja
Just having a look though for you on a few (I lied about Gen 3 as I've found a few good ones)...
Start with Rune 7, the Normal Maps look really good, then try Olympia 7, Gia 7
Olympia 6 has OK Normal Maps
Olympia 7 good
Olympia 8 has but doesn't seem very well defined, weak compared to 7
Freja 8 are good (didn't realise she was 8.1 also now)
Monique 8 are fair
Gia 8 are good (I don't have Gia 7 but do have Gia7 for Genesis 8 and the normal maps are good)
Kayo 8 is good
CJ 8 too
Can you please explain how this would achieve increased muscular definition? I have some of the characters listed in the above post, but satisfactory muscle definition without excessive HD morphs is something I've been struggling with for a while.
You wouldn't. Normal maps won't alter the actual 3D mesh...but they will help mimic the lighting/shadow that the muscles would create.
So then, would increasing the normal map values increase the effect you're describing? I guess that's what the OP is asking.
I suppose so? Think of what you'd see with painted on abs...that's pretty much what you'd end up with, lol. I'm not sure what video game OP is trying to mod or create, but I have a skin texture mashup that I made and shared for Skyrim and it's legit paint-on abs and other muscularity via normal maps, though the effect is left much more subtle. That's pretty much all you can do with games like that given the geometry you're working with -
So the geometry is the real limitation. Hence the value of muscle enhancement products such as DMaster's.
I know nothing about that product, so I can't say. By the promos, I'm guessing those are actual HD morphs, which do alter the mesh but would be entirely too high poly to use in games.
Can you please explain how this would achieve increased muscular definition? I have some of the characters listed in the above post, but satisfactory muscle definition without excessive HD morphs is something I've been struggling with for a while.
You wouldn't. Normal maps won't alter the actual 3D mesh...but they will help mimic the lighting/shadow that the muscles would create.
So then, would increasing the normal map values increase the effect you're describing? I guess that's what the OP is asking.
I suppose so? Think of what you'd see with painted on abs...that's pretty much what you'd end up with, lol. I'm not sure what video game OP is trying to mod or create, but I have a skin texture mashup that I made and shared for Skyrim and it's legit paint-on abs and other muscularity via normal maps, though the effect is left much more subtle. That's pretty much all you can do with games like that given the geometry you're working with -
So the geometry is the real limitation. Hence the value of muscle enhancement products such as DMaster's.
I know nothing about that product, so I can't say. By the promos, I'm guessing those are actual HD morphs, which do alter the mesh but would be entirely too high poly to use in games.
It's an excellent product, but has not yet been released for G8F.
Some game engines (e.g. Unreal) work with tesselation, which gives "real" depth. So that might be a better route than normals. You can also convert normals to fake "real" depth in some engines, but it's an "expensive" shader (and can look a bit rough).
What I end up doing is use the Genesis 8 Muscular morph to bake my own Normal map using shader forge and it ended up looking like this:
Then on the game engine I can set the opacity of the normal map to mimic the muscle morph without actually deforming the mesh, it looks great:
Thanks to everybody who jumped to help
Correct, I prefer to solve this using a normal map because I exported a decimated G8 figure and and real mesh deformation for muscles would not look good.
let us know when your game is published so we can check it out.