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March 7, 2020 at 5:07 PM #1505393
@amorsoloX That's because Facegen really only gets a vage representation of the face shape. It doesn't actually go into finer details.
February 25, 2020 at 12:10 AM #1487813@LivingPixels They both look similar, but there are some subtle differences. Amira is more muted and has the eyebrows baked into the skin. Sina is a bit more on the pink side and the eyebrows are missing.
February 24, 2020 at 10:58 PM #1487731Pretty sure that's Bluejaunte's Amira character.
February 24, 2020 at 9:25 PM #1487642It was when she was doing a bunch of limited time freebies on the Daz forums. She was originally going to release the hair shader in the store, but she just kinda disappeared.
February 24, 2020 at 7:52 PM #1487551Of course, if you're looking to render in Iray, a hair shader would be necessary. I prefer the one that Mec4D included with her G2F 80s outfit.
February 24, 2020 at 4:11 PM #1487317They work fine in Daz Studio. As far as use on G8F, parenting the hair to G8F's head and manually positioning it is what I generally do.
February 24, 2020 at 4:04 PM #1487312A the top of that page, there's a button that says "Blender". Click on that and then download it.
January 10, 2020 at 4:14 PM #1419903@nejcsterle Like I said in a previous post, getting just the head can be a bit tedious. What I did was I used the polygon editor tool in Daz and deleted the parts that I didn't need for the initial head morph. That's also where a standard obj of the full Genesis and the latice node in Wrap come in.
Though, if you're doing a full body morph, you can skip the polygon editor tool portion and just export the base Genesis 8. You'll still have to work with the polygon selection tool, subset, and replace nodes in Wrap. Otherwise you'll end up with distorted eyes and mouth parts.
January 10, 2020 at 1:53 AM #1419074I'm not great at explaining things, but essentially what you'll need is a G3/G8 head obj without the eyes, mouth, teeth, and tongue. Take the created mesh from Facebuilder into Daz, scale it down and try to line it up as best as possible with G3/8. Take both into Wrap, create a point selection node, plug both models into that and select some points to match up. When you're done, create a wrapping node. Plug in the two meshes and the point selection node into it and compute it. When that's done, you should have a new model that will become compatible with Genesis 3/8.
Bring in a full G3/8 (without any morphs dialed in and without the eyelashes) create a latice node, plug in the full G8 into the first socket, the G3/8 head into the second socket, and the mesh created from the wrapping node into the last socket and set the latice neighbors to 15. After all of that, you'll have a new morph for Genesis that you can either export or refine. As far as refinement goes, I'd recommend looking into the R3DS Wrap Subset node tutorial to get the gist of it.
January 9, 2020 at 3:18 PM #1418372Honestly, I couldn't make heads or tails out of the shrink wrap in Blender, which is why I use R3DS Wrap. It's pretty simple, though getting Genesis 8 to Wrap is a bit tedious as you have to delete some geometry, otherwise things will get super messy.
January 6, 2020 at 8:45 PM #1414537It takes a bit of getting used to, but it's pretty cool. If you get R3DS Wrap (or if you're familiar with shrink wrapping) you can transfer your results to Genesis 8.
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