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  • #1297838
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    Render it twice, once with hair and once without (use spot render for the second pass to save time). Then in Photoshop take the layer without hair and give it a "Hide Layer" mask, then simply paint over the parts of the hat where the hair is poking through. I've done this numerous times and generally it works quite convincingly.

    #1191097
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    Definitely a very unique face... would be great in small doses for alien/fantasy characters.

    #1087259
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    Minami for G8F is the only character morph I know of with a detailed rib cage.
    https://www.daz3d.com/minami-hd-and-minami-hair-for-genesis-8-females

    Minami

    (https://zonegfx.com/minami-g8f/)

    #1015681
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    The Hivewire horse has a more realistic rig so it bends like a real horse a bit better than the Daz Horse 2. At least that's what I've heard others claim. You'd probably have to be someone who is around horses a lot to really be able to tell the difference.

    Other than that Hivewire Horse has a larger and more realistic selection of breeds, while the Daz Horse 2 has just a lot more content like accessories and poses (there's probably 10 times as many poses for it than the Hivewire Horse on here).

    And there is (https://zonegfx.com/dark-knight-horse-bundle/) which really blows the Hivewire horse out of the water in terms of realism. I'll take slightly less realistic bending in favor of a skin as detailed as that one any day.

    #902466
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    You can use the node weight brush tool (I think that's what it's called, can't access Daz atm) to assign the part of the mesh that's currently following the legs to the hip joint, which is probably how it is set up in the original G3F version. I'd recommend looking up a tutorial on how to edit weightmaps cause it's not the most user friendly thing in Daz.

    Right now your problem definitely is the fact that autofit creates it's own imperfect weightmaps based on proximity to the underlying mesh, hence the parts closest to the legs are gonna stick to them. There are custom autofit templates for sale for G3F and G8F that can alleviate that problem but there were never any such templates released for G2F (SY Ultra Templates for G3F/G8F) so manually adjusting the weightmaps is pretty much your only option.

    #862573
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    You'll need to use the animation timeline for this. First make keyframes at 1 and let's say 15. Now make a primitive like a cube and position it at frame one where the part of the dress is that you want to hold between the fingers. Make sure the cube is intersecting with the dress so that part of the dress is inside it. At frame 15 move the cube to the fingers that are supposed to be holding the dress. Now run the dforce simulation with use animated timeline enabled. With any luck this should work.
    If the cube moves but the dress doesn't follow, the cube may be too small or wasn't intersecting the dress enough. Try making it bigger. If it does work you might have to adjust the fingers a bit but AFAIK this method is currently the only way to do what you're asking. Hope it helps.

    Also read this entire enormous tome of a thread: https://www.daz3d.com/forums/discussion/208141/how-to-use-dforce-creating-a-blanket-draping-clothes-on-furniture-and-much-more

    It explains how to use primitives to act as guides much better then I can, plus there's tons of other useful info.

    #787330
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    There's no easy way to do it.

    Method A:
    In marvelous designer load your base character (lets say G8F) as an avatar (export from Daz3D as an .obj). Once you've managed to get the dress to drape properly in MD (not necessarily an easy task since the clothes aren't likely made for G8F) export the clothes as .obj and import to say Blender (or similar) to fix the UVs then export again and import into Daz Studio. Now run the transfer utility to rig the clothes (there's tutorials on youtube for that).

    Method B:
    In marvelous designer load your base character (lets say G8F) as an avatar (export from Daz3D as an .obj). Once you've managed to get the dress to drape properly in MD import your posed and morphed character as a morph target for the avatar. Now you can export the clothes and they will perfectly fit your current morph and pose. Repeat for every morph/pose combination you want to use the clothes for.

    I've personally used method B but it doesn't provide much re-usability as you're tied down to a specific morph/pose combo.

    Hope this is some help. :/

    #779412
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    Clo3D is the professional Fashion Industry version of Marvelous Designer. You can tell by the price difference which is quite substantial. Clo3D has a few more features such as customizable avatars but overall MD is definitely good enough if you're making clothes for Daz (the core functionality is the same). Basically Clo3D is aimed at actual Fashion Designers and MD at those making digital content for other applications.

    #771704
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    Of all the file-lockers out there Mega is easily on of the best and convenient, if not the best. I doubt you'll find very many here who'd support moving away from them.
    If you have trouble downloading files I'd suggest using Chrome, other browsers tend to have buffer overrun problems with Mega's p2p system.

    #770202
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    I made a chart once based on info I found online:

    Age Height % GU%
    2 yrs 33.7" (85.5 cm) 52 100
    3 yrs 37.0" (94 cm) 56 99
    4 yrs 39.5" (100.3 cm) 61 87
    5 yrs 42.5" (107.9 cm) 66 76
    6 yrs 45.5" (115.5 cm) 71 65
    7 yrs 47.7" (121.1 cm) 74 58
    8 yrs 50.5" (128.2 cm) 79 47
    9 yrs 52.5" (133.3 cm) 82 41
    10 yrs 54.5" (138.4 cm) 85 34
    11 yrs 56.7" (144 cm) 88 27
    12 yrs 59.0" (149.8 cm) 92 18
    13 yrs 61.7" (156.7 cm) 96 9
    14 yrs 62.5" (158.7 cm) 97 7
    15 yrs 62.9" (159.7 cm) 98 4
    16 yrs 64.0" (162.5 cm) 99 3
    17 yrs 64.0" (162.5 cm) 99 2
    18 yrs 64.2" (163 cm) 99 1
    19 yrs 64.2" (163 cm) 99 1
    20 yrs 64.3" (163.3 cm) 100 0

    These are the averages for North American females (males are taller but the percentages are roughly the same). The % field is the percent you'd have to adjust the overall scale for Genesis 8 Female (if not using Growing Up) and the GU% field is how much Growing Up Youth Morph you have to dial in to get to the same scale difference.
    Keep in mind that G8F is several inches taller than the average so naturally any children made using these methods will also be several inches taller.

    #754317
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    That PA has a history of showcasing items that they've not yet released in their promos, so it could very well be that the outfit in question will show up in the store sooner or later.

    #737055
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    She's rigged with poser weight-mapping so she won't work in DS. :/

    #716426
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    The advantage of this script/method over autofit is that it preserves the original's custom bones, weightmaps, jcm's, mcm's and Evolution morph fits (since they're identical G3F and G8F). For something like a skintight bodysuit or bikini you won't really notice any difference but for a complex outfit like a ball gown or anything big and bulky it can make a big difference.

    #715125
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    I've been following the creator's thread on the Daz forums and it looks like they just released a patch you can download (bottom of the first post and also on page 6) which will supposedly work with non-Daz products and anything missing the smart content metadata. Definitely worth keeping an eye on this thread as there are likely to be more developments in the next few days:
    https://www.daz3d.com/forums/discussion/264801/released-clothing-converter-from-genesis-3-female-to-genesis-8-female/p1

    #714795
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    All this script does is automate the steps from the following tutorial:
    https://www.deviantart.com/sickleyield/journal/Tutorial-Convert-Clothing-G3-to-G8-G8-to-G3-686682065
    This can be a time saver since it provides better results than autofit (most of the time). However it only works with smart content so if you don't use that (which I imagine many of us don't since we often have to install manually) it really isn't very useful. Also Renderosity (and other non-Daz sites') products don't ever include any smart content so it won't work for those at all. (FYI smart content are the files included in the product's Runtime/Support folder)

Viewing 15 posts - 1 through 15 (of 18 total)

 

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