Right. if it works for you sure why not. i am not going to say, always use fbx.
if your workflow involves using obj, who cares as long as the result is good.
me personally prefer fbx tho.
Nice morph you did there. what is it?
looks like the tip of a arrow? i see a heart, a diamon a starfleet badge.. Cupid's Arrow?
Right. if it works for you sure why not. i am not going to say, always use fbx.
if your workflow involves using obj, who cares as long as the result is good.
me personally prefer fbx tho.
Nice morph you did there. what is it?
looks like the tip of a arrow? i see a heart, a diamon a starfleet badge.. Cupid's Arrow?
It is a succubus tail, butt plug. XD 4 tails in one.
I have a series of them, where it is designed to have the tail come out from the right location, rather than the asshole.
I think you have issues with the materials aswell.
looks like your going for a James Bond - Goldfinger theme for the girl
Way too metallic.
Also your eyes are not missing. the material is not applied/adjusted properly with the textures.
the Cornea, EyeMoisture needs to be transparent
Also regarding your lighting.. you need to learn at least what a 3 point Lighting setup is.
its basically the bare minimum to get a good render. and check light setting to see if they make shadows. /hard or soft etc.
you should go watch some tutorial on howto setup some basic lighting.
One thing i forgot to say.
How the material is exported with your model is depending on how you export from Daz.
It's depending on if you use Daz standard Exporter or a Bridge exporter.
I have not used the
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but it has some quirks for Cinema4d.
maybe the blender bridge is suffering from the same. idk.
If you just use the standard exporter, example Fbx in Daz.
It will not try and make any fancy materials/textures.
iirc. you just get the color/diffuse textures. maybe some bump/normal too.
I am using the Daz to C4d Exporter and its trying to be fancy by adding textures to reflection channels etc and not use the color channel at all.
Example picture.. ignore the light & background difference.
On the left is how the dress looks like when using the standard exporter as the fabric is suppose to look.
On the right is when using the bridge, looks like a dress made out of red mylar.
I have omitted the figure as i am in the process of making it into a RedShift material.
But in my case. i have to redo every material anyway. so i don't care how the materials are exported from daz.
Only reason i use the bridge is because of the auto rig feature it has.
So, uhm, I have an update with my eyelashes dilemma. Finally added textures/mats (?) through shaders but don't know which nodes to adjust and ended with lost eyelashes. lol
So, uhm, I have an update with my eyelashes dilemma. Finally added textures/mats (?) through shaders but don't know which nodes to adjust and ended with lost eyelashes. lol
For a node based material system.. the texture should go into the alpha.. and into the color channel just set a black color for the lashes.
Not sure if it works somwhat the same in Blender.
Also a tip.. If you want to increase the thickness of the lashes.. you can simply just increase the gamma.. instead of going about messing in Gimp or PS.
Not sure if it works somwhat the same in Blender.
Also a tip.. If you want to increase the thickness of the lashes.. you can simply just increase the gamma.. instead of going about messing in Gimp or PS.
So it works basically the same.
I dont have to input that Ramp into my color input. i just use it as a "Gradient" effector,
I can set the color directly in the RS Material like you do if i want to
Same with the color correct node. i just use it to Up the gamma a bit on the texture for a tat bigger lashes.
Not sure if it works somwhat the same in Blender.
Also a tip.. If you want to increase the thickness of the lashes.. you can simply just increase the gamma.. instead of going about messing in Gimp or PS.
We all have to start somewhere. altho i have to say, you're starting big.
I would start learning the tool at 1st with just a simple Cube.
learn how edit the mesh. learn how to uwmap it
learn how to apply textures to each face and so forth.
but hey.. this will work too.. just will take some time.
also. i am not sure why you are using a skin node for the eyelashes.
skin is meant for skin.. that be anything from the skin on a football to human skin.
eyelashes is not skin its hair.
For the eyelashes you don't need to do all the fancy stuff you need to do to make skin look good and realistic.
Edit.
I see you are using UDIM ?
I am not sure how UDIM is done in Blender.
Some like using udim, i am not a big fan of it. but to use it properly in C4D The Texture names should be properly named.
Whats nice about using udim is it allows you to use a single material that is using all of textures for misc parts of the body.
But udim may also come and bite you in the ass.
Quick example in C4d using udim for just the color/diffuse channel.
Wait.. gif loading:
Also take a note that the viewport is not showing the textures properly when i use udim in the material. may not be the same in blender.
My point is.. if you are using the udim method. make sure the texture names are done properly.
And the order you index them, you need to look at the uvmap for that.
but daz exports the "index" with the images. the names are just a mess.
We all have to start somewhere. altho i have to say, you're starting big.
I would start learning the tool at 1st with just a simple Cube.
learn how edit the mesh. learn how to uwmap it
learn how to apply textures to each face and so forth.
but hey.. this will work too.. just will take some time.
also. i am not sure why you are using a skin node for the eyelashes.
skin is meant for skin.. that be anything from the skin on a football to human skin.
eyelashes is not skin its hair.
For the eyelashes you don't need to do all the fancy stuff you need to do to make skin look good and realistic.
I am not sure how UDIM is done in Blender.
Some like using udim, i am not a big fan of it. but to use it properly in C4D The Texture names should be properly named.
Whats nice about using udim is it allows you to use a single material that is using all of textures for misc parts of the body.
But udim may also come and bite you in the ass.
Quick example in C4d using udim for just the color/diffuse channel.
Wait.. gif loading: View attachment 4391998
Also take a note that the viewport is not showing the textures properly when i use udim in the material. may not be the same in blender.
My point is.. if you are using the udim method. make sure the texture names are done properly.
And the order you index them, you need to look at the uvmap for that.
but daz exports the "index" with the images. the names are just a mess.
Is there any pdf's, cheatcharts, or some books i can download that is used to show howto make different hair styles?
Something stylists/barbers etc use in real life perhaps, "learning book etc"..
I need like a dummy's guide to hair styles
Yt & Goofle isn't really helpful.. i find a lot of video that is like, here is how you make hair..
then shows how to apply hair. and plays around a bit with the setting.
I am not talking about how to make hair in 3D in general, i know how this process works.
I am just not very good at it, I am trying to make some hair in c4d, and i really suck at it.
I decided to use a some Daz Hair as a reference to see how hairs where built up.
I spent like a week++ on writing up a script that de-compiles the mesh from a Daz3D hair into single hair strands.
Then merge each hair layer/mesh layer, into a spline that i can use as hair guides in C4D for the native hair system.
Hey.. why do manual work that will take a day at most when you instead can spend a weeks on a script
I don't want to look at this script ever again lol..
The more i look at my result, i realize i need to spend way more time on this.
But i am just getting started. I have never used the hair system before besides to make Grass.
I also realize the Daz hair i used as a reference looks bad the more i look at it lol.
The Light Blueish is the Daz Hair.
Daz Hair to the Left.. My attempt to copy the style on the right.. :\
So many settings to tweak
Making hair styles in C4D is more of a natural thing. you basically have a set of stylist/barer tools.
Many of these is a "multi-tool" so to speak. so in c4d you're not working with "mesh strips" or cards whatever you call it.
but rather with hair guides or tips or roots or points or vertices depends on what to edit..
Anyway. if anyone has some sort of resources on howto make hair styles i appreciate it.
I found stuff like this.
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and of this sort i am interested in.
I can currently make two styles.. This and something so awfull ,that its not worth showing it here for your safety..
you'll rip your eye out..