3D Software Help and Assistance. Ask Away.

5.00 star(s) 1 Vote

Yuuki4

Member
Jun 30, 2018
261
471
why not use the characters u listed as links?
Because I like mixing character-morphs, so they look closer to what I want. It's easier if they have similar proportions from the start, hence why I want to find more character-morphs that are petite.
 

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,628
Alright, the last step, correcting the torso map, how did you do that?
It's been a while, so is there a new way to do wet presets on female genitalia?

PS I read all your descriptive tutorials. Pure gems. Thanks.
I'll try to clarify, by listing the exact sequence of steps. Tested with NVG8 hence may not work with other gens attachments.
- Have a model with the NV8Gens applied.
- Select overall model and then apply the SWH Wet Skin Geoshell G8F.
In iRay view you should see a white surface over the gens.
- Select Wet Skin GeoShell and turn OFF Anus and Genitalia in parameters tab.
In iRay the white surface should disappear, however there is no wet effect on the gens.
- Copy the Torso surface from Wet Skin Geoshell.
- Unhide (Show) the New Genitalia For Victoria 8 - Effect Layer
- On the Surface tab in the NVG8 Effect Layer select the new-gens surfaces and Paste to Selected Surfaces

The effect layer on the NVG8 is a geoshell that conforms to the genitals, whilst the wet effect when initially applied is a geoshell that applies to the overall model. Hence you need to switch the wet effect from the Main model to the NVG8 attachment geoshell to have the wet effect correctly conform to the adjusted shape with the NVG8 attachment applied.
 

10xRecoil

Member
Aug 28, 2020
115
193
I'll try to clarify, by listing the exact sequence of steps. Tested with NVG8 hence may not work with other gens attachments.
- Have a model with the NV8Gens applied.
- Select overall model and then apply the SWH Wet Skin Geoshell G8F.
In iRay view you should see a white surface over the gens.
- Select Wet Skin GeoShell and turn OFF Anus and Genitalia in parameters tab.
In iRay the white surface should disappear, however there is no wet effect on the gens.
- Copy the Torso surface from Wet Skin Geoshell.
- Unhide (Show) the New Genitalia For Victoria 8 - Effect Layer
- On the Surface tab in the NVG8 Effect Layer select the new-gens surfaces and Paste to Selected Surfaces

The effect layer on the NVG8 is a geoshell that conforms to the genitals, whilst the wet effect when initially applied is a geoshell that applies to the overall model. Hence you need to switch the wet effect from the Main model to the NVG8 attachment geoshell to have the wet effect correctly conform to the adjusted shape with the NVG8 attachment applied.
sensei, my deepest gratitude
wet gen.png
 
  • Like
Reactions: Xavster

dsad12d

Newbie
Feb 21, 2021
19
2
Hi - maybe really stupid to ask, but I never used Daz Studio before (I do have experience with Blender and Maya before)
I saw some G8F and G8.1F I like, and I would like to purchase those model from the creator. Can someone please point me to the right direction to start using Daz Studio with those model?
 

MidnightArrow

Active Member
Aug 22, 2021
500
453
Hi - maybe really stupid to ask, but I never used Daz Studio before (I do have experience with Blender and Maya before)
I saw some G8F and G8.1F I like, and I would like to purchase those model from the creator. Can someone please point me to the right direction to start using Daz Studio with those model?
All Genesis figures are free to use. You have to pay for additional morphs (shapekeys/blendshapes) and textures for new characters, but the figure itself comes with the program. Just create an account on Daz3d's website and download it with Daz Install Manager.

Also a word of warning. Daz Studio's posing tools are fucking atrocious. I strongly advice you to learn how to export them to Blender or Maya ASAP.
 
  • Like
Reactions: dsad12d

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,591
4,729
Also a word of warning. Daz Studio's posing tools are fucking atrocious. I strongly advice you to learn how to export them to Blender or Maya ASAP.
dsad12d I am going to respectfully add some nuance to MidnightArrow's comment, as he is well known as one of the most vocal critics of Daz3D:

Yes, Daz has some serious usability flaws in parts of its functionality such as posing, animations, camera navigation and others.

However, despite those troubles, it is my understanding based on reading thousands of posts on this forum over the past several years that it seems the great majority of game developers/3d creators successfully complete all their work purely within Daz3d.

Given that you say that you have experience with other 3d software perhaps you will not be willing to suffer with the Daz3d tools, and going the export/add-bones-and-rigging/pose/re-import process will be better for you.

Good luck!
 
  • Like
Reactions: dsad12d

MidnightArrow

Active Member
Aug 22, 2021
500
453
However, despite those troubles, it is my understanding based on reading thousands of posts on this forum over the past several years that it seems the great majority of game developers/3d creators successfully complete all their work purely within Daz3d.
Well, when asked about their process, it tends to be "First you need a library of 200 pose packs. Then you need to go through all of them and find one that's sort of like what you're looking for. And then you need to spend a half-hour tweaking it until it's just the way you want..."

That's how they complete all their work purely within Daz3d.
 
  • Like
Reactions: dsad12d

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,591
4,729
MidnightArrow I'm not trying to antagonize and I'm sure you've explained this before, but can you summarize your process?

Do you do all the morphing etc in daz before exporting to blender (or maya?)?

Do you need to rig the figure to adjust pose? as far as I understand the Daz export doesn't bring bones and rigging with it...

Do you reimport to render in daz, or do you re-texture the assets in blender and render there? if so how much of the daz asset materials can you reuse in blender?
 

MidnightArrow

Active Member
Aug 22, 2021
500
453
MidnightArrow I'm not trying to antagonize and I'm sure you've explained this before, but can you summarize your process?

Do you do all the morphing etc in daz before exporting to blender (or maya?)?

Do you need to rig the figure to adjust pose? as far as I understand the Daz export doesn't bring bones and rigging with it...

Do you reimport to render in daz, or do you re-texture the assets in blender and render there? if so how much of the daz asset materials can you reuse in blender?
You need to morph the character inside Daz Studio since some morphs change the armature's rest position, and Blender can't do that dynamically (yet). So any morph that changes the positions of the bones (typically character or height/weight morphs) needs to be baked into the model on export. Others, like nipples or navels, can be exported later and added as shape keys you can dial in and out whenever you want.

You save the character as a Duf scene and then save a .dbz file, which is created by the Diffeomorphic exporter.

You load the Duf in Blender. The character's rig is intact and you can pose it right away if you want.

Then you need to do some tidying up. Merging the clothing armatures with the figure's skeleton, importing JCMs, transferring them to the clothing, etc. Depending on your use case, you may want to go further and do things like rig the hair with bones. That can take a very long time. If it's a one-off render, it's easier to sculpt the hair how you want it. I also like to rig up skirts with lattices or mesh deform modifiers, which often flow better than the default rigging. But that's optional and everybody needs to find their own workflow here.

Once everything else is done, I convert the character to use Blender's built-in Rigify rig, a full-featured FK/IK switch rig that makes posing characters a breeze.

Originally Diffeomorphic's material converter was kind of bad, but after a few months of struggle and setback I have a skin shader I'm happy with. (I'll share it if somebody wants.) Rolling my own skin materials turned out to be a blessing in disguise, since Daz QA does fuck-all to ensure skins are consistent between different PAs. Now I just tweak skins to match every other character while I'm making them, and it works fine. Other materials (that don't have subsurface scattering) convert pretty well and usually don't require any manual fix-up unless you want to do it (I usually do).

Getting a character ready can take anywhere from 10 minutes to a few hours, depending on your use case and how much effort you put into it. But Rigify is so effortless to use that you save a lot more time in the long run, if you're making a VN where the character needs to be linked into many different scenes. The only situation I'd ever use Daz Studio is if I need to make a sprite for a minor character who won't ever be appearing in an event still. In that case, it is easier to render them in Daz Studio over a transparent background than do the full conversion profess. But I'd still use Blender to make the actual poses and export them as Duf files.

Aside from exporting poses, there's no way to bring a scene back into Daz Studio. But frankly I don't even care. Iray is a good engine in theory, but Daz3d put it into baby mode and it's worse than Blender's Cycles. It uses only the sRGB color transform, it's denoiser can't output dirty or albedo passes, etc. I can live without it.

Originally I did have an idea to skip the conversion step entirely and make a VN by exporting all the poses from Blender. But in the end, the half-assed implementation of Iray helped convince me not to go through with it, since the renders were too noisy but the Iray denoiser was too shitty.
 
Last edited:

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,591
4,729
MidnightArrow Thanks for the detailed explanation.

The "DUF/DBZ thing with diffeomatic" was the piece missing from my understanding, which was based on trying to manually get a daz character into blender about 5 years ago, and then being stumped /going down blender 2.79 youtube rabbithole trying to understand how to add bones and rigging.
 

MidnightArrow

Active Member
Aug 22, 2021
500
453
MidnightArrow Thanks for the detailed explanation.

The "DUF/DBZ thing with diffeomatic" was the piece missing from my understanding, which was based on trying to manually get a daz character into blender about 5 years ago, and then being stumped /going down blender 2.79 youtube rabbithole trying to understand how to add bones and rigging.
Yeah, if you're exporting as Obj and adding your own rigging, it's going to be a pain in the ass (although the devs just revealed Animation 2025, so it might get much, much better in the future). But Diffeomorphic preserves the Daz skeleton on export and it's much easier to use than rigging it yourself.

You can also find plenty of ripped video game models for Blender on SFMLab, which'll most likely have Rigify applied. But obviously that's more of a legal problem than using Daz assets (that you paid for).
 
  • Like
Reactions: osanaiko

dsad12d

Newbie
Feb 21, 2021
19
2
All Genesis figures are free to use. You have to pay for additional morphs (shapekeys/blendshapes) and textures for new characters, but the figure itself comes with the program. Just create an account on Daz3d's website and download it with Daz Install Manager.

Also a word of warning. Daz Studio's posing tools are fucking atrocious. I strongly advice you to learn how to export them to Blender or Maya ASAP.

Thanks, that's exactly what I am looking because their official guide is a bit "confusing" to me.
 

Yuuki4

Member
Jun 30, 2018
261
471
Anyone know what character model this is:

1672250386936.png

She's used a lot in Mytilus ( ) promotional stuff:

Like:



But I can't seem to find the character... :/
 

amster22

Well-Known Member
Nov 13, 2019
1,263
2,339
Anyone know what character model this is:

View attachment 2269291

She's used a lot in Mytilus ( ) promotional stuff:

Like:



But I can't seem to find the character... :/
I have already tried to find, without success. I'm indeed pretty sure that it is a custom character. Mytilus has already sold some characters at daz3D or rendo (but not this one).
The best way to know is probably to directly ask the artist. At renderosity, it is possible to send a PM to artists and I have already had answers and useful help from them.
 
  • Like
Reactions: Yuuki4

Yuuki4

Member
Jun 30, 2018
261
471
So I've an issue with Golden Palace,



Specifically the Shells, they refuse to properly copy the color of the model. As far as I can tell I've done as the guide tells me, but clearly something is wrong. It looks like this, where the outline of the asset is clearly visible:
1672667703993.png

It's the same thing for the Majora shell too. If I hide the shells, the issue goes away and looks like this:
1672667821048.png

Now, I don't want to just not use the shells because they add details that I like. Has anyone else had this issue with the Shells and know how to fix it?
 

Quadruple-Q

Times are HARD
Game Developer
Jan 4, 2023
86
1,100
So I've an issue with Golden Palace,



Specifically the Shells, they refuse to properly copy the color of the model. As far as I can tell I've done as the guide tells me, but clearly something is wrong. It looks like this, where the outline of the asset is clearly visible:
View attachment 2280638

It's the same thing for the Majora shell too. If I hide the shells, the issue goes away and looks like this:
View attachment 2280641

Now, I don't want to just not use the shells because they add details that I like. Has anyone else had this issue with the Shells and know how to fix it?
Do you have your genesis 8 figure selected when using the copy materials script? Because in your screenshots it looks like you have the shell selected. Otherwise try removing the genitalia + shells and re-applying them.
 

tripod70

Not so Well-known Member
Game Developer
Oct 23, 2020
2,221
3,976
So I've an issue with Golden Palace,



Specifically the Shells, they refuse to properly copy the color of the model. As far as I can tell I've done as the guide tells me, but clearly something is wrong. It looks like this, where the outline of the asset is clearly visible:
View attachment 2280638

It's the same thing for the Majora shell too. If I hide the shells, the issue goes away and looks like this:
View attachment 2280641

Now, I don't want to just not use the shells because they add details that I like. Has anyone else had this issue with the Shells and know how to fix it?
All of the time!!! ??? I just reapply the shell and it is right, or back to where it was.
 
  • Yay, update!
Reactions: osanaiko

10xRecoil

Member
Aug 28, 2020
115
193
Hey osanaiko ,How far have you come in your grasp of Blender animation? More precisely how should I make animation assets like Evgen ( ) does?

It's been a week or so, and I'm still looking for the way to get at least the animation portion back to Daz from Blender, but no success.
The IK in blender makes life so much easier. Now I lowkey hate daz. Every forum I've found on the topic is filled with arguments and disagreements.

MidnightArrow any pointers on how the devs do it ? Are they exporting everything including environment from daz to blender/sfm and rendering it there ? But then what about the lighting..
Help me, guys, before I jump out of the window.
 
5.00 star(s) 1 Vote