V4 skin to G3F - Cayman Studios possible to save as a new native G3F skin?

GatorGator Posts: 1,312

I picked up CaymanStudio's Legacy UVs for Genesis 3: V4, and it applies geografts to apply the UV.  This isn't really what I want, for a number of reasons I want native/clean G3F skins I can apply on a native G3F figure.

 

Saving it out to a new material file is missing the geograft sections.  I tried using shader baker, but I had no luck using that either.  I just get almost entirely black textures. 

 

Is it possible with this product?  If not, should I go the Blacksmith 3D way?  I hear it has been updated.  Will that give me good textures without seams?

Comments

  • Serene NightSerene Night Posts: 17,697

    I don't think that's possible with this product

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2016

    It's not possible because it's outside of the limitations of how materials save in DS. DS would need to allow you to save materials that span across multiple figures or objects rather than just a single figure or object.

    Post edited by Lissa_xyz on
  • fixmypcmikefixmypcmike Posts: 19,619

    DS can do hierarchical material presets, but these aren't 6 separate objects, geografts become part of the single object.  You have the same situation you have trying to go directly from V4 to G3F, two figures whose material zones do not match.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2016

    Does it? I can never get it to work. It will only display a single figure's/object's surfaces in the material selection after choosing where to save the DUF. Even if I have multiple figures/objects selected in the scene/surface panes.

    /edit
    Apparently I've been a fool for quite some time. I've never noticed the Heirarchal Material option under Save As. Doh >.<

     

    It's possible then. Tricked the system. Un-fit the geografts from G3F, but leave them parented and select G3F and all the geografts in the scene tab. From there you can save a heirarchal material preset with them included.

    Post edited by Lissa_xyz on
  • HavosHavos Posts: 5,434

    If you need to port a V4 skin to G3F in the way that the OP requires then it is likely the solution that Blacksmith3D's texture converter would be a better fit than Cayman Studio's map UVs. Blacksmith3D will create a new skin with the G3F UVs.

  • GatorGator Posts: 1,312
    Vaskania said:

    Does it? I can never get it to work. It will only display a single figure's/object's surfaces in the material selection after choosing where to save the DUF. Even if I have multiple figures/objects selected in the scene/surface panes.

    /edit
    Apparently I've been a fool for quite some time. I've never noticed the Heirarchal Material option under Save As. Doh >.<

     

    It's possible then. Tricked the system. Un-fit the geografts from G3F, but leave them parented and select G3F and all the geografts in the scene tab. From there you can save a heirarchal material preset with them included.

    OK, I tried that.  It's all there as one material preset, but it's still not a vanilla G3F texture.  Without the geografts those areas are missing. 

  • GatorGator Posts: 1,312

    If it's not possible then, what about the Blacksmith3D solution?  Early version I read about seam issues.  Are the seam issues fixed now?

  • Lissa_xyzLissa_xyz Posts: 6,116

    If you want to get V4 textures onto G3F without using the geografts at all, Texture Transformer is your only solution. The UVs are completely different with G3F from previous figures, which is why the geografts were necessary to cover up the differences in seams that would normally be there.

  • LeanaLeana Posts: 12,058
    Vaskania said:

    If you want to get V4 textures onto G3F without using the geografts at all, Texture Transformer is your only solution. The UVs are completely different with G3F from previous figures, which is why the geografts were necessary to cover up the differences in seams that would normally be there.

    The problem is not the UVs themselves, it's the material zones boundaries and the way the whole texture is split between maps.
    If you simply remapped the G3F mesh to use V4 UVs (which is totally possible) you'd end up with places where you'd need to use parts of 2 different textures maps for the same G3F material zone, which won't work in DS.
    And you can't change the material zones to have them like V4 or G2F because G3F doen't have edge loops at the right place for that (hence the geografts which adds those edge loops).

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2016

    -nevermind-

    Post edited by Lissa_xyz on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2016

    For what it's worth, I did successfully convert a previous script of Dimension3D's that renamed V4's material zones in older presets to newer zones for G2F to work with G3F, so it's not a matter of the material zones exactly, unless you count the fact that you can map a material zone over multiple UV islands, but G3F's UV seams seem to coincide (for the most part) with the material zones, so I was basing off that.

    If you're curious, here's how you'd modify them:

    1_Lip > Lips
    1_SkinFace > Face
    2_SkinTorso > Torso
    3_Fingernail > Fingernails
    3_SkinArm > Arms
    3_SkinLeg > Legs
    3_Toenail > Toenails
    4_InnerMouth > Mouth
    4_Teeth > Teeth
    5_Cornea > Cornea
    5_Iris > Irises
    5_Lacrimal > EyeSocket
    5_Pupil > Pupils
    5_Sclera > Sclera
    6_Eyelash > Eyelashes
    7_EyeSurface > EyeMoisture

    Because G3F has less zones, and some consolidated (such as eye surface/tear vs eyemoisture), those V4 surfaces became reduntant and thus were able to be removed from the script. I also wouldnt recommend hiding G3F's eyes as there would be no actual texture on the eye socket itself, but the lacrimal is connected to that zone now.

    /edit
    I should also add that this IS with using the custom V4 UVs from the other store. It's not perfect (as noted above, V4 didn't have an eye socket), but it's workable, just not without the geografts. :P

    Post edited by Lissa_xyz on
  • GatorGator Posts: 1,312
    Vaskania said:

    If you want to get V4 textures onto G3F without using the geografts at all, Texture Transformer is your only solution. The UVs are completely different with G3F from previous figures, which is why the geografts were necessary to cover up the differences in seams that would normally be there.

    Have the initial seam issues been fixed?  I read about that, which made me try this solution first. 

    After getting this other solution, among other things I see I can't use G3F shaders & LIE requires messing around to line up.  All a PITA for workflow.  I went from using V4 in Poser & Octane, so I don't have Iray stuff for the V4 or other generations. 

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    There is also this method (yes, it can be done with any pair you can cook up...)

    http://www.daz3d.com/forums/discussion/59665/tutorial-converting-textures-from-gen2-to-gen3/p1

    And it may be easier with the geografts...

    Post edited by mjc1016 on
  • GatorGator Posts: 1,312
    mjc1016 said:

    There is also this method (yes, it can be done with any pair you can cook up...)

    http://www.daz3d.com/forums/discussion/59665/tutorial-converting-textures-from-gen2-to-gen3/p1

    And it may be easier with the geografts...

    Thanks, but I am going from V4 to G3F.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2016
    Vaskania said:

    If you want to get V4 textures onto G3F without using the geografts at all, Texture Transformer is your only solution. The UVs are completely different with G3F from previous figures, which is why the geografts were necessary to cover up the differences in seams that would normally be there.

    Have the initial seam issues been fixed?  I read about that, which made me try this solution first. 

    After getting this other solution, among other things I see I can't use G3F shaders & LIE requires messing around to line up.  All a PITA for workflow.  I went from using V4 in Poser & Octane, so I don't have Iray stuff for the V4 or other generations. 

    Couldn't say. For me, in the long run, Texture Transformer ended up being too much of a PITA because you have to convert each material preset 1 by 1. Meaning if you have a character with 2 main skin materials, 5 eyes, 10 makeup options, and 10 lip options that you want to keep all separate for mix/match reasons (which I usually do), you'll end up doing 27 conversions in total, and that's just one character. Not many of us own only 1 character.

    What I get out of it, is transferring merchant resource skins to other figures when the terms of use allow.

    As far as not having Iray stuff for V4 or other generations, you could ctrl-click the default Iray Base shader in shader presets > Iray and choose to ignore maps. That will convert the materials to Iray and put the skin textures in the proper slots. You'll need to fiddle about with the colour/slider settings, however.

    Post edited by Lissa_xyz on
  • mjc1016 said:

    There is also this method (yes, it can be done with any pair you can cook up...)

    http://www.daz3d.com/forums/discussion/59665/tutorial-converting-textures-from-gen2-to-gen3/p1

    And it may be easier with the geografts...

    Thanks, but I am going from V4 to G3F.

    From what I read, the principle is similar as the technical hurdles are the same.

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    All you need is to set up a pair of figures...the way to do it is the same.  Once they are set up, they are reusable.  The long, time consuming part is setting up the pair for the transfer. 

    This is Bonnie for V4 by wintervon, a freebie over on ShareCG, on G3F, using the above method.

    bonnie.png
    800 x 1000 - 645K
    Post edited by mjc1016 on
  • GatorGator Posts: 1,312

    OOF.  That looks tedious as h*** for a bunch of characters.  Well worth $40 for the Blacksmith3D tool.

    Does the Blacksmith3D tool work well, no seams?

     

  • GatorGator Posts: 1,312
    Vaskania said:
    Vaskania said:

    If you want to get V4 textures onto G3F without using the geografts at all, Texture Transformer is your only solution. The UVs are completely different with G3F from previous figures, which is why the geografts were necessary to cover up the differences in seams that would normally be there.

    Have the initial seam issues been fixed?  I read about that, which made me try this solution first. 

    After getting this other solution, among other things I see I can't use G3F shaders & LIE requires messing around to line up.  All a PITA for workflow.  I went from using V4 in Poser & Octane, so I don't have Iray stuff for the V4 or other generations. 

    Couldn't say. For me, in the long run, Texture Transformer ended up being too much of a PITA because you have to convert each material preset 1 by 1. Meaning if you have a character with 2 main skin materials, 5 eyes, 10 makeup options, and 10 lip options that you want to keep all separate for mix/match reasons (which I usually do), you'll end up doing 27 conversions in total, and that's just one character. Not many of us own only 1 character.

    What I get out of it, is transferring merchant resource skins to other figures when the terms of use allow.

    As far as not having Iray stuff for V4 or other generations, you could ctrl-click the default Iray Base shader in shader presets > Iray and choose to ignore maps. That will convert the materials to Iray and put the skin textures in the proper slots. You'll need to fiddle about with the colour/slider settings, however.

    I plan on just the main skin maps - face, ears, torso, arms, & legs.  The other textures I'll use from other G3F characters & resources.

  • Oso3DOso3D Posts: 15,053

    What I do:

    Make a 'generic Iray shader preset.' Start with a character with Iray skin (optimized, IG, whatever). Set all texture maps to None. Save as a shader preset.

    Then, whenever I have a figure I want to convert, select all skin surfaces, ctrl-click the preset. Double-check that texture maps end up in the right place, particularly glossy, top coat, and translucency maps. Might want to delete or move those around.

    You can even save several different presets, like for wet skin, or different skin tones.

     

    This system works on ANY generation, because you aren't relying on surfaces having specific names. Copying over eyes, it's easier to just make a dummy with the eyes you want and copy Iris/Irises or however it ends up.

     

  • GatorGator Posts: 1,312

    What I do:

    Make a 'generic Iray shader preset.' Start with a character with Iray skin (optimized, IG, whatever). Set all texture maps to None. Save as a shader preset.

    Then, whenever I have a figure I want to convert, select all skin surfaces, ctrl-click the preset. Double-check that texture maps end up in the right place, particularly glossy, top coat, and translucency maps. Might want to delete or move those around.

    You can even save several different presets, like for wet skin, or different skin tones.

     

    This system works on ANY generation, because you aren't relying on surfaces having specific names. Copying over eyes, it's easier to just make a dummy with the eyes you want and copy Iris/Irises or however it ends up.

     

    Neat trick.  I'll have to do that.  Still for other reasons, I want to get the V4 skins to native G3F UDIM maps.

  • Lissa_xyzLissa_xyz Posts: 6,116
    edited February 2016
    Vaskania said:
    Vaskania said:

    If you want to get V4 textures onto G3F without using the geografts at all, Texture Transformer is your only solution. The UVs are completely different with G3F from previous figures, which is why the geografts were necessary to cover up the differences in seams that would normally be there.

    Have the initial seam issues been fixed?  I read about that, which made me try this solution first. 

    After getting this other solution, among other things I see I can't use G3F shaders & LIE requires messing around to line up.  All a PITA for workflow.  I went from using V4 in Poser & Octane, so I don't have Iray stuff for the V4 or other generations. 

    Couldn't say. For me, in the long run, Texture Transformer ended up being too much of a PITA because you have to convert each material preset 1 by 1. Meaning if you have a character with 2 main skin materials, 5 eyes, 10 makeup options, and 10 lip options that you want to keep all separate for mix/match reasons (which I usually do), you'll end up doing 27 conversions in total, and that's just one character. Not many of us own only 1 character.

    What I get out of it, is transferring merchant resource skins to other figures when the terms of use allow.

    As far as not having Iray stuff for V4 or other generations, you could ctrl-click the default Iray Base shader in shader presets > Iray and choose to ignore maps. That will convert the materials to Iray and put the skin textures in the proper slots. You'll need to fiddle about with the colour/slider settings, however.

    I plan on just the main skin maps - face, ears, torso, arms, & legs.  The other textures I'll use from other G3F characters & resources.

    It won't work like that. You can't use the base skin from Skin A, but eye shadow from Skin B. They won't match up since they're from 2 different textures. The only way that would work is if all of your make-up are LIE presets. Eyes, lashes, and I believe lips, mix and match all you want, but eye makeup has portions of the main character's facial texture behind it if not the entire face map.

    For example, here's G3F wearing Mumiari base skin, Rapture's eye makeup, and Rieka's lips.

    texture seams.PNG
    872 x 863 - 1M
    Post edited by Lissa_xyz on
  • Oso3DOso3D Posts: 15,053

    It should be noted that there are some LIE products for makeup and tattoos, which might be useful. Such as:

    http://www.daz3d.com/l-i-e-make-up-set-for-genesis-3-female-s

     

     

  • GatorGator Posts: 1,312

    It should be noted that there are some LIE products for makeup and tattoos, which might be useful. Such as:

    http://www.daz3d.com/l-i-e-make-up-set-for-genesis-3-female-s

     

     

    Yes, I plan on using sets like these.  I have the LIE makeup set 2 which is excellent, BTW. 

    There are a few makeup sets on faces that are unique that I'd pull over, but other than that I'd use the G3F LIE sets I purchased.

  • ArtiniArtini Posts: 9,803
    edited February 2016

    I like the results with CaymanStudio's Legacy UVs for Genesis 3: V4, just need to optimize it for Iray.

    Below is a quick render of Genesis 3 Female with some mixed shapes and skin from MDD Crystalynn for V4.2 by Maddelirium

    I think it looks nice, but since the skin was originally made for Poser, it needs a bit more adjustments.

    image

    G3fCr03p01ps01.jpg
    1024 x 1024 - 492K
    Post edited by Artini on
  • GatorGator Posts: 1,312

    OK, I picked up Texture Transformer.  Did one quick, it was easy and quick to do and the results very good.  Except they came out really dark - would the correct way to fix that be the translucency setting?  I notice the translucency color is pretty dark, and at high translucency she was really dark - at medium, still very dark.  Adjusting it lower got it better.

     

    Amy With Tattoos Translucency 50.jpg
    1920 x 1080 - 197K
  • GatorGator Posts: 1,312

    Translucency 33

     

    Amy with Tattoos Translucency 33.jpg
    1920 x 1080 - 200K
  • GatorGator Posts: 1,312

    Translucency 25

    Amy with Tattoos Translucency 25.jpg
    1920 x 1080 - 204K
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