![]() In the Parameters Tab, go to the little menu icon in the top corner -> Zero -> Zero Figure to instantly remove all poses and shaping modifiers to your figure. First make sure Genesis is at its lowest subdivision level and in its zero position. Hexagon 2.5 (or some other modeller such as Blender or ZBrush, which is my favorite)īoth DAZ Studio and Hexagon were gotten for free during the giveaway that DAZ had in February through April of 2012 but the cost currently is uncertain.ġ.With GENEROUS assistance (They wrote most of it and I copied it from the DAZ forum where we had this discussion) from josephquick & RAMWolff and finally, last but not least, Richard Haseltine whose the author (I think) of the original document that can be found here: Tweaking A Figure Skeleton for a Custom Shape (WIP) It is not as illustrative because you cannot post multiple pics in order anymore in the new forum (or I have not mastered that trick) so I placed the links to the images there for you.Ĭreating a Genesis/G2F/G2M/G3F/G3M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1 Okay, this is a repost from the old forums but I thought it would be helpful to put here. I'm using the latest 4.9 public beta/release candidate.Īnyone else seen this? Is there a known fix? I was thinking maybe it had to do with the orientation of the map, but both torso and legs are vertically oriented. I tried it on numerous characters from different sources, including the stock V7 maps, and it's there. The surface settings are the same for all of the skin textures (except for the maps of course), and the problem does not appear when the rim light is removed, or turned way down. I've verified it's not just an issue with the textures themselves. It mainly happens on the side "opposite" the rim - that is, if the rim is on the right, it's the character's left leg that is affected, as that leg is more likely to have direct rim light falling on it. This results in an obvious transition border between the two textures. ![]() ![]() By different, the torso usually has the planned appearance of surface sheen, but the leg texture does not. What I've noticed is that (almost?) without fail, the rim causes the leg texture to appear differently than the torso or other parts. To avoid the stark transition in shadows, I've change the emitter size from Point to a plane geometry, typically a disc with a diameter of 10cm to 20cm. The lights are spots placed at a distance (maybe 3-8 meters), and turned up quite high. I've been doing more renders with strong side and rear rim lights. ![]()
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