shin zon

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Viewing 15 posts - 1 through 15 (of 27 total)
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  • #2169276
    57d0d9c73b045 bpfullshin zon
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    Rank: Rank 3

    oh, ive read only the your first post so i pointed out that aspect,

    and ofc it doesnt make sense, also 2k should not be only the 1/2 but 1/3 of 4k and 1k is not 1/4 but 1/7 (not exactly just for an example)

    now im curious about this, and what about jpg or png? better a 2k png or a 4k jpg, or maybe other formats?

    #2169255
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    afaik, texture compression or subd levels does have nothing to do with render time but memory, instead render dimensions, transparency, lights, reflection, sss and all the shaders magics, plus the % of background covering (everything you see in the scene through the camera and not only since raytracing will bounce on every object present)

    only factor that may influence speed are normal or displacement maps, but im not sure, logic says that probably is not or with a small impact

    #2102605
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    anyway my common gamedev attempt, is download unreal, try a kit, crash, dl unity, same process with a unity asset uninstall both, back to daz 😀

    #2102600
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    downloading visual studio to start with a match 3 puzzle game, i probably have non more than 20 hrs on unreal in tears

    lets see if i can reach 21 hrs before quit again 😀

    #2072849
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    now thats interesting, result on the red heel tip is very good, i didnt understand exactly how it works, need to read it better and try it, i will ask you maybe for some help

    #2072847
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    the autofit thing is strange, as i said on my method, maybe it depends from the weight mapping, some pa start from a deformed figure on standard pose feets some uses the final shape shoes, weight mapping and fix morphs. maybe its because of that

    to test it load the boots on g8 and apply the standard pose if they dont deform its the second case, to fix this is a bit more complicated
    another reason could be a broken g9 base figure, where a morph or the rigging is messed up
    even more complicated fix

    #2072841
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    "export obj at base res" and 0 subd i miss to mention that sry
    i always use this method

    if you did set the subd to 0 but the mesh does not match
    is because there where probable an Nside polygon

    to test, load the boots export 2 copies at base and subd 0 in 2 different position
    reimport 1 and use the other to as morph (also expand the boots2.obj in morph loader and set reverse deformation to yes, i have a preset like that, is more common to have set to yes that on no, no means the the morph will ignore the pose or other morphs of the object you are morphing)

    #2072559
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    similar as myx one,

    but instead of import the obj use morph loader

    autofit the original g8 boots to g9 you can avoid any setting but the g8 projection template

    hide g8 figure and g9 boots, dial the g8 clone morph on g9 (its hidden)
    and pose g9 till the feet are in the correct position inside the boots fitted to g8 (Test also by unhide the g9 fitted boots)
    export obj at base res, delete g8
    use morph loader to load the morph, save as morph asset
    it depends from the weight mapping, for heels its a bit tricky, you can have some distortion while posing the feets

    #2070108
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    sounds like a bs, but got this thought right now, maybe an extra benefits offer from daz?
    why there is no public complaining from vendors for any bad decision from rendo that makes this happen?
    a possible rendo shutdown is the most plausible option, a communication was given to top rendo vendors which are moving to daz before the official announce that will obviously led to a massive flood of requests to daz.

    #2063094
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    using it today, it sucks, i know that software needs huge changelogs to sell, not with my bucks.

    Just found another clueless "fix" about the layer clone, you cant give another material to the clone, you need to right click, add a new material, copy or save the material settings, load to th new material, 10 click more and you need to save the new settings even for testing it, its bs

    #2045519
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    oh i forgot yeah dforce sucks, to not mention dforce hairs, laggy viewport horrible look inn opengl and when you simulate they barely move...
    subscribed

    #2045518
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    you can use, import obj as a morph target, keep in mind that if not an animation, vertex go straight from the current coordinate to new obj coordinate, so you maybe need some intermediate poses to reach the one you need, like sitting poses lying etc

    everything from the simulation screen, non need to go on animation

    then export as obj

    and suggestion, use md10, 11 and 12 are dogs*it and there is no new functionality that is worth the suffering because of the 3x clicks due the new interface,
    devs in games, software and website are damn sadists

    #2003077
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3
    #1961811
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    ofc, i was pretty sure there was already a talk about it but i was to lazy to search sorry, thanks for the info

    #1882028
    57d0d9c73b045 bpfullshin zon
    Participant
    Rank: Rank 3

    played with geograft and sculpting again,

    definately the edgeloop is the main problem

    G9 case CLOSED

Viewing 15 posts - 1 through 15 (of 27 total)

 

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