G8F auto-fit clone for G3F tutorial by Lady-Quantum, journal
G8F auto-fit clone for G3F tutorial
Hiya folks! :wave: LQ here with some exciting news! I was searching around in the DAZ forums and found a gem of a tutorial on how to create a G8F auto-fit clone for G3F! https://www.daz3d.com/forums/discussion/186046/so-how-do-you-fit-g8f-clothes-on-g7f (It's further down the page, and it's by Singular Blues. Yay! Kudos!) Now, I don't know about you all, but having to update to a new model every couple years is kinda expensive, and frustrating, especially when you can't get your model that you've put hours of effort into to look the way you want. But what can you do? DAZ's new marketing strategy has them creating a new base model every couple
[Tutorial]: Packaging/Testing Your Own Product by SickleYield, journal
[Tutorial]: Packaging/Testing Your Own Product
I often get asked how to package products before offering them to Daz3D. I was asked again today, and it occurred to me I should just do a tutorial I can link.
As I've said elsewhere, how you package the product does not matter initially because Daz is going to accept or reject it based on your renders alone. But should your product be accepted for testing, you need to have it correctly set up in its own directory so that you can easily zip it and know that all the files are in one place.
Separate from my Daz3D library, on a totally different drive, I have a folder called Daz4Test. Beautiful Skin Iray G2F goes into its own subfolder folde
Using Your Content With G3F UPDATED by SickleYield, journal
Using Your Content With G3F UPDATED
So, it looks like it's time for some reminders and updates on the conversion processes and where we stand.
Right now you just can't use V4, G1 or G2 skins on G3F. I don't know if this will change. Given the new UV and material setup, probably not. People on the forum have been using a lengthy workaround involving converting the actual textures. I can't say that I recommend that, but feel free to try it.
Expressions will not transfer in either direction. G2F's face is animated with morphs, whereas G3F's is animated using a full bone rig; they're just not compatible setting types. You can see G3F's facial bone rig by using the "show hid
[Tutorial]Keeping Bones On TU Conversion, Fast Way by SickleYield, journal
[Tutorial]Keeping Bones On TU Conversion, Fast Way
I've done a previous pair of tutorials on keeping bones when converting items between figures, as for instance between Genesis and Genesis 2. That method takes a few steps and an obj export/import. This way is faster, although it doesn't work well with Generation 4 conversion. This will not work with converting to weight-mapped figures such as Genesis 3 and 8. At present there is no easy way to retain rigging in conversions from Gen 4 - G1 - G2 to G3-G8.
You will need:
-The figure you want to convert TO.
-The piece of clothing or hair you want to convert.
-Any relevant clones. For e.g., you will need to purchase the Michael 4 for Genes
[Tutorial] Requested: Loading Morphs in DAZ Studio by SickleYield, journal
[Tutorial] Requested: Loading Morphs in DAZ Studio
This is useful even to those working with Generation 4, because you can create and morph Gen 4 clothes in DS4.6 just as you can Genesis 1 and 2 clothes, and its free built-in creation tools are more robust and powerful than those that come by default with most versions of Poser. So even if you want to render in Poser, it makes sense to do your morphing in DAZ Studio.
The first thing you will need to do is to load the clothing item you would like to morph in DAZ Studio.
If it is set up with multi-resolution (I have no clear idea whether Poser can do that), you need to set the resolution to Base and the Subdivision to 0. You can do this in
Iray Surfaces And What They Mean by SickleYield, journal
Iray Surfaces And What They Mean
I've updated and corrected this article based on DAZ's documentation. You should read that if you want more information. This will continue to be more of a "plain talk" breakdown.
Let us begin with the different types of shaders from the "Base Mixing" dropdown at the top. Choosing one of these will hide or gray out some options and reveal others.
The Iray shader behaves as though it has three layers: The "base" layer, the "metallic flakes" layer on top of that, and the "top coat layer" on top of that. It is possible to turn off the top two layers and not use their settings, but the ability to use them is a property this shader has that
This post addresses working with the 3Delight engine in DAZ Studio. Comments that deal with unbiased engines or link to renders from them will be deleted or hidden.
I was asked a question about this in the comments of my most-commented journal here, Making A Living At DAZ3D. Rather than make that article even longer, I'm going to address it here and link it back. Also, I have sick brain at the moment (pesky cold), and going back and editing one journal for clarity is easier when it's a shorter one.
The main question is, should I postwork my promotional art when offering a product to brokers? And the short answer to that is, yes, you sho