Luxe Is Going on a Trip to Asia

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Luxe MuseWed, Aug 13
GhatanothoaWed, Aug 13
Luxe MuseTue, Aug 12
LinBinArtTue, Aug 12
Luxe MuseTue, Aug 12
Luxe MuseSun, Aug 10
guy91600Sun, Aug 10
Luxe MuseSun, Aug 10
Luxe MuseSun, Aug 10
LinBinArtSun, Aug 10
Here is the first shot that I think is presentable enough, or at least one that I will not feel embarrassed about sharing. Hi, hi, hi. It is still raw. I have not even done her eyelashes, eyes, or mouth. As you can see, I have just the base Genesis imported for all those parts. Only the body and head are sculpted.


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I suppose its a model for G9F, the brown color similar to the clay used by potters was not chosen by chance 

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Luxe Muse
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Thu, Jul 17It s a G9 DoroThee. I use this clay shading in blender to better see cresses or bumps that are, to me, harder to see with the default gray shader. Most people use the normals (I call it that because is purple) shader, but I only use it when checking normals.
Luxe Muse
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Thu, Jul 17Oh my goodness, how did I overlook that? Yes, it would be a wonderful analogy! 

Finished her ears, I tried to combine Korean and Japanese references into a custom sculpt for this seven tail spirit .


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Does she have an epicanthus which is significant enough to recognize her as an East Asian? I've have seen numerous character creators who completely forgot about that when making "Asians".
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Regarding the epicanthus, @Ghatanothoa, it is not as pronounced, but it curves toward her lacrimal area, enough to easily distinguish her heritage.


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Ghatanothoa
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Thu, Jul 24The epicanthus is there. But if you ask me, it's a bit too subtle for a Korean/Japanese heritage. If she would textures, I'm sure that I would not definitely recognize her as East Asian. It looks more like an Asian/Western mixed race.girl, even if.
Ghatanothoa
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Thu, Jul 24Yes, I would rather say mixed race. But let's see what she will look like with textures.
On a completely unrelated note, I just figured something out and wanted to share.
I am redoing the short ballet animation for my Isabella figure, and I first dForced the animation for her leotard. However, there were poke-throughs around her arms, and I, as I usually do, applied a push modifier to the clothing. However, that did not fix it. So, I reran dForce with the push modifier applied, and it worked like a charm, with no poke-throughs.
So, if you know there could be poke-throughs and do not want to waste hours with the highest dForce collision setting, apply the push modifier and then just use continuous collision vertex-face when running your dForce animation.
I am redoing the short ballet animation for my Isabella figure, and I first dForced the animation for her leotard. However, there were poke-throughs around her arms, and I, as I usually do, applied a push modifier to the clothing. However, that did not fix it. So, I reran dForce with the push modifier applied, and it worked like a charm, with no poke-throughs.
So, if you know there could be poke-throughs and do not want to waste hours with the highest dForce collision setting, apply the push modifier and then just use continuous collision vertex-face when running your dForce animation.
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Luxe Muse
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Wed, Jul 23That was the easy part. I am trying long skirts because things here have become quite strange. Oh my goodness, the explosions in dForce, even with the offset applied and no visible poke-through, are simply insane.
If anyone knows of a very good dForce skirt for G9, with which I can dForce the animation without it exploding, please recommend it. It must be "suitable" for American children.
If anyone knows of a very good dForce skirt for G9, with which I can dForce the animation without it exploding, please recommend it. It must be "suitable" for American children.
Ragamuffin
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Wed, Jul 23The first thing I try when I'm having problems with simulation explosions (and if you've already done this, then apologies for the redundant non-help) is to scale everything up; the figure, the clothes, etc.
Doesn't always work, but it works often enough to get a sim to settle down.
This idea was based on the idea that DAZ might be encountering rounding errors with very small numbers while doing math, which might be especially tricky if the math part of the engine was old enough (and evidence suggests that lots of aspects of DAZ's internals are indeed pretty old). So if that's right, then scaling up can get the math away from the "danger zone" where intersections happen not because the meshes actually intersect, but because a number somewhere got rounded off and the resulting number might as well have a mesh intersection.
Obviously, this is an imperfect solution, especially for large scaling factors, because, like, a few meters of fabric will have different physics from a few kilometers of the same fabric, but for things in the range of 150% or even 200% the physics difference will be minor.
Doesn't always work, but it works often enough to get a sim to settle down.
This idea was based on the idea that DAZ might be encountering rounding errors with very small numbers while doing math, which might be especially tricky if the math part of the engine was old enough (and evidence suggests that lots of aspects of DAZ's internals are indeed pretty old). So if that's right, then scaling up can get the math away from the "danger zone" where intersections happen not because the meshes actually intersect, but because a number somewhere got rounded off and the resulting number might as well have a mesh intersection.
Obviously, this is an imperfect solution, especially for large scaling factors, because, like, a few meters of fabric will have different physics from a few kilometers of the same fabric, but for things in the range of 150% or even 200% the physics difference will be minor.
Luxe Muse
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Wed, Jul 23I have never tried that. It makes perfect sense, and I will try it for sure. In my scenario, this occurs while playing the animation (dForce animation range), so I hope the animation itself does not work against dforce when rescaled down.
I will post again once I have tried it, perhaps tomorrow. Thank you very much, @Ragamuffin.
I will post again once I have tried it, perhaps tomorrow. Thank you very much, @Ragamuffin.
Ghatanothoa
Karma: 7,385
Thu, Jul 24dforce is bullshit. That's the one and only true reason for any issues regarding dforce. dforce is the worst invention in the history of Daz studio. Instead, they should finally provide and implement an actual GPU-based physics simulation in realtime. It's not a big deal nowadays. The technology already exist for years!
Pushee-Ri
Karma: 34,394
Thu, Jul 24@Luxe Muse:
If you feel like experimenting a little with the simulation behavior settings, you can find a few tips here:
https://www.renderhub.com/forum/5398/daz-control-of-the-simulation-behavior
If you feel like experimenting a little with the simulation behavior settings, you can find a few tips here:
https://www.renderhub.com/forum/5398/daz-control-of-the-simulation-behavior
Luxe Muse
Karma: 4,366
Thu, Jul 24@Ragamuffin, that worked like a charm, thank you so much! No explosions, the entire animation simply dForced beautifully. Unfortunately, however, and I will attribute it to just my luck, her knee-length skirt rides up when she twirls to where you can see the crotch beneath (even though it is just a flat surface covered by the leotard), and that would get me banned if I post that. Ugh... anyway, I might need shorts after all 
@Pushee-Ri, I just made a new bookmark in my browser for your tutorial alone, it's a treasure, can't loose it, lots of wisdom and tips, too many to remember in one read, so hopefully you never delete it
@Ghatanothoa, I hear you, I wish I could move to Blender, but unfortunately, DAZ does offer plenty of convenient time-saving things that would take me too much time to duplicate in my favorite software. Just the scene alone, matching the materials to Cycles, etc.
, dForce is slow but I do not do realtime things other than small animations when it is convenient.

@Pushee-Ri, I just made a new bookmark in my browser for your tutorial alone, it's a treasure, can't loose it, lots of wisdom and tips, too many to remember in one read, so hopefully you never delete it

@Ghatanothoa, I hear you, I wish I could move to Blender, but unfortunately, DAZ does offer plenty of convenient time-saving things that would take me too much time to duplicate in my favorite software. Just the scene alone, matching the materials to Cycles, etc.

Luxe Muse
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Thu, Jul 24I'll give it another try with no air resistance and more gravity, but the twirls are fast, will se, one more try or shorts 

Luxe Muse
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Thu, Jul 24And this tip from Pushee-Ri might also help: "Even though the basic surface defaults result in a slightly baggy appearance, you may want to simulate garments with an even more baggy appearance. In this case, you can reduce the "Stretch Stiffness" to 0.20 - 0.40 and set the "Contraction Stretch Ratio" to 105% - 120%."
Ragamuffin
Karma: 648
Thu, Jul 24Delighted to have helped, even if it didn't actually solve the larger problem.
And now I'm also bookmarking Pushee-Ri's tips!
And now I'm also bookmarking Pushee-Ri's tips!
Not her final skin, I just wanted to see how she looked within DAZ but I'm using Alexa's skin on her.


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Working on her fine details, Lips still need some work, and probably more bumpiness so that it really shows in her normal maps.


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That is a very cute Asian girl ! The eyes look Asian maybe not enough cuz they need slanting and heavier eyelid folds.
and for Ghatanothoa , I use dforce all the time and I do not have any issues with it on my old PC with a 1080 card. Those that complain about dforce do not understand it and do not know how to use it.
and for Ghatanothoa , I use dforce all the time and I do not have any issues with it on my old PC with a 1080 card. Those that complain about dforce do not understand it and do not know how to use it.
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Luxe Muse
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Sat, Jul 26Many of the references I was looking at do show it, with a degree of variation, but it is always there. Perhaps my hand is scared. I also like the shape where the epicanthus folds beyond the lacrimal; that surely has a name, though I just do not know it. I will put more time into the eyes and share the results afterward. Thank you so much for commenting and sharing your thoughts; I truly appreciate it!
Might remove the small ripple details, going through some details for her normal and displacement maps.
Feet:

Hands:

Feet:

Hands:

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Luxe Muse
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Sun, Jul 27They are a bit more exaggerated in the sculpt, because with displacement and normal map the details won't show as exaggerated.
Here is an example of the foot normal after baking:


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Luxe Muse
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Sun, Jul 27Although, in my process, this isn't the final normal map, now it'll go into the evil Substance Painter, and I'll bake another set from mesh, then combine it, and then manually prune imperfections or soften a few areas.
Very basic texturing, but still figuring out her skin. Here are options I'm going for:
1. Rosy Alabaster:

2: Not the best, but porcelain:

3: Darker tone, perhaps too reddish:

1. Rosy Alabaster:

2: Not the best, but porcelain:

3: Darker tone, perhaps too reddish:

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Luxe Muse
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Mon, Jul 28The unusual deep cuts on her lips occur because Substance Painter is using my displacement maps as height maps, but they appear strangely exaggerated.
Luxe Muse
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Mon, Jul 28My goodness, perhaps I'll keep the porcelain tone as an additional option for a fantasy skin.
I just finished her base color, and I think it is her. Her skin is not finished yet. For example, it is missing roughness, translucency, bump, and specular maps. Right now, it is just normal plus base color, and I borrowed the occlusion maps from Alexa.


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I will need to keep the 8K resolution if I want to preserve fine details like those in the image below. However, I have been wondering if people might think twice about downloading her because the textures are quite heavy. I mostly provide 8K textures for Alexa, one of my characters, and her package weighs close to 1GB. If I had added a 4K set, that would have increased her size to at least 1.50 GB.


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Do asians have more of a yellowish skin tone, no?
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Pushee-Ri
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Tue, Jul 29If so, then only in comics 
Asia has many different skin colors - just like here in the West. They range from a very (very!) light complexion (known as mochi hada in Japan) to a skin tone that I would describe as dark ochre. But no one is actually yellow

Asia has many different skin colors - just like here in the West. They range from a very (very!) light complexion (known as mochi hada in Japan) to a skin tone that I would describe as dark ochre. But no one is actually yellow

Luxe Muse
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Tue, Jul 29That's a great question. I'd say it also depends on the region, but it ranges from darker pigmentation to very light alabaster, which is almost ceramic white, like Pushee-Ri said. I've been looking at a lot of references, and honestly I can't decide, so I'm thinking of having two options, alabaster and a darker one as well.
When I was doing early research, I came across references calling it lemon-yellow or yellowish peril, and it was attributed to diet (or lack of), probably lack of a protein-based diet in malnourished areas, if I recall correctly.
When I was doing early research, I came across references calling it lemon-yellow or yellowish peril, and it was attributed to diet (or lack of), probably lack of a protein-based diet in malnourished areas, if I recall correctly.
Ghatanothoa
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Sat, Aug 02When it comes to the skin tone of Asians, it very depends on the region. Japanese and Korean people have pretty fair skin. The skin of some girls there could even be described as with a splash of white porcelain. But yellowish? Definitely not.
If so, then only in comics wink"
That's a peculiar reply, /?/ I see lots of Asians with yellowish skins meaning a yellowish tint not sunflower yellow, lol
Luxe Muse that's a nice idea to provide a choice of what skin tone you prefer and all it really takes is adjusting the translucency slider down or up to get a darker or lighter look I do it all the time to my characters if I see the skin does not look the way I want it.
That's a peculiar reply, /?/ I see lots of Asians with yellowish skins meaning a yellowish tint not sunflower yellow, lol
Luxe Muse that's a nice idea to provide a choice of what skin tone you prefer and all it really takes is adjusting the translucency slider down or up to get a darker or lighter look I do it all the time to my characters if I see the skin does not look the way I want it.
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Luxe Muse
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Tue, Jul 29Absolutely! I also play with the transmit and SSS colors to achieve a particular effect or tone, and I play with the lighting too. I would even dare to say that the lighting is where the magic really happens.
Luxe Muse
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Tue, Jul 29What I am trying to achieve is a girl of mixed South Korean and Japanese heritage, in the range of 11 to 13 years old (Although I have notice older girls look just as young but well, there is that). This means her skin should remain relatively pristine, without many aging spots, and youthful.
Oh, I have just figured out the name I want for her, inspired by this conversation about her skin. It should be a made-up Korean and Japanese name that translates to "Gentle Grace."
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Luxe Muse
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Tue, Jul 29I like Yuki, which was suggested by a friend, and according to Google, it translates to Snow from Japanese, which is wonderful. However, I want something unique, so I will spend some time tonight and play with the translator 

Luxe Muse
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Wed, Jul 30I meant, for her normal maps, her geometry is at level 1 subdivision, pretty low (for this test).
Nice details but no one would ever render this close haha
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Luxe Muse
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Wed, Jul 30Hehe! And the 8K head map alone is 128MB. Since I made both though, I will give both options, 4K and 8K, although the download size will be quite large.
This is not the final version. Just like her alabaster skin, this one is missing translucency, roughness, specular details, and so on. However, here is a version of her café au lait (Luxe's going fancy) skin..

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And she certainly needs a good waxing (it is a work in progress, my brush didn't reach that area apparently, hee hee), but from this close, the faint veins do pop up nicely, in my opinion.


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The roughness, specular, and bump maps are complete, in 8K resolution only. The current render uses only a basic color for translucency, which is the last map to create for darker and lighter skins. The shot was taken under a relatively intense light.


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I like the stronger chinese eyes (epicanthus ) like shown on top (A) to me this is the most typical real Asian look


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Luxe Muse
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Thu, Jul 31Thank you so much, LinBinArt! I have a heavy hand, but I might have also put myself into a pickle by trying to create a half-Japanese, half-Korean girl. It took me a while to be pleased with her shape, and I hope everyone welcomes her too. 

Luxe Muse
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Thu, Jul 31Now that I think about it, perhaps I could add an additional morph or look. It seems all I need to do is pull down her epicanthus more while preserving the shape. Once I finalize her transmit map, I will give it a try and see how DAZ handles it when subdivided. This is one of the things I dislike about not being a DAZ PA.
Luxe Muse
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Thu, Jul 31I wonder if the two morphs would fight against each other, or if it won't need additional corrective morphs for her blink dial?
guy91600
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Thu, Jul 31If the morph doesn't satisfy you, one solution is to offer both versions as two separate packages.
This way, customers can choose the version they prefer!
This way, customers can choose the version they prefer!
Luxe Muse
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Thu, Jul 31That's a great idea @guy91600. The package is already 1.2 GB in size with her dark and alabaster skins (two different skin texture sets, and 8K + 4K detail maps + eye colors so on and so forth). I'm still missing maps, and haven't even started with corrective morphs.
LinBinArt
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Fri, Aug 01Personally I wouldnt bother with another morph just put all your energy into one great one
Luxe Muse
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Fri, Aug 01Still needs refinement, but the basic overflow is complete, it will require a minor additional corrective for blinking, but it's fine, her eyes aren't popping out or anything crazy.
LinBinArt
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Fri, Aug 01Whatever works and it seems you nailed it great job Luxe you always surprising me haha
guy91600
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Fri, Aug 01Since I am unable to make morphs of this quality, I am in awe, I tried and I threw in the towel with the bathwater 

Luxe Muse
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Fri, Aug 01Thank you, Guy. You are too kind. If I could make jogging pants as you do, I would, but even thinking about a design for clothing sends me to bed early in frustration. 

Ghatanothoa
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Sat, Aug 02I also prefer the stronger epicanthus when it comes to East Asian girls. It just looks more distinct Asian. There are too many Asian 3D characters out there with a too subtle epicanthus.
Luxe Muse
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Sat, Aug 02Thank you Ghata! I was a skeptical at first, touching anything around the eyes too much and puff, DAZ subdivisions reminds you not to indulge. But this came out pretty fine, and so far no issues (and I as probably lucky).
Luxe Muse
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Sat, Aug 02Thank you so much OD! I love your temple, so much detail, complex would be an understatement. Keep up the good work as well!
Still missing most of her correctives, but the two skin sets in 8K and 4K are complete, including mouth and eyes. The texture folder alone is 1.26GB, but I think people will like having both options not only for her skin, but the two sizes since the 8K maps are rather heavy.
I took this shot to celebrate the milestone. I already did, by the way, her blink correctives, and like I thought, the heavier epicanthus needed a small additional correction, which is done and working beautifully.
I am naming her Yunae, and in the render, one version has her lighter skin with brown eyes, while the other copy of herself has the darker skin, heavier epicanthus, and hazel eyes.

I took this shot to celebrate the milestone. I already did, by the way, her blink correctives, and like I thought, the heavier epicanthus needed a small additional correction, which is done and working beautifully.
I am naming her Yunae, and in the render, one version has her lighter skin with brown eyes, while the other copy of herself has the darker skin, heavier epicanthus, and hazel eyes.

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Some shots from testing a few poses for her body correctives, I think most of her legs, shoulders, and neck are complete. Next up are her expressions, although from the few I have tested, she seems not to need any. However, I will still go through them just in case, as I haven't tried the mouth funnel, or dimples, for example.




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Superb work with the JCMs here! First class bending!
But why are you making 8K textures? Yes, the difference between 4K and 8K is clearly visible, but only in extreme closeups. And as another user already stated here, who would render a character that close? In 99% of cases you don't render that close. So, the question is: Is it even worth to make 8K textures? They are much larger in size and they consume significantly more VRAM. But how many buyers will benefit from the 8K textures at all?
Another suggestion: You have an eye for detail. So I would suggest to add occipital hollows to the neck and back head. More than 90% of characters don't have that detail, but it clearly adds a trace of realism to the character.
But why are you making 8K textures? Yes, the difference between 4K and 8K is clearly visible, but only in extreme closeups. And as another user already stated here, who would render a character that close? In 99% of cases you don't render that close. So, the question is: Is it even worth to make 8K textures? They are much larger in size and they consume significantly more VRAM. But how many buyers will benefit from the 8K textures at all?
Another suggestion: You have an eye for detail. So I would suggest to add occipital hollows to the neck and back head. More than 90% of characters don't have that detail, but it clearly adds a trace of realism to the character.
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Luxe Muse
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Mon, Aug 04Your suggestion from before was truly lovely, and I did recall working on her basic shape when you mentioned it. Thank you for bringing it up again. I have tried adjusting the slope at subdivision 0, but it still isn’t quite right. It needs to be more defined to appear as clear as I’d like. I will work on another iteration. Thank you for the wonderful advice.
EDIT, I clicked submit in the wrong reply
EDIT, I clicked submit in the wrong reply

Luxe Muse
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Mon, Aug 04I forgot to mention that I’m also including a 4K material. I’ll set up two characters (DUF files): one default with the 4K material and another named 8K, so it’s clear which material is referenced.
The 8K normal maps are quite large (her face map, the largest, is 128MB). The color maps don’t truly need to be 8K either; they’re only beneficial for very close-up shots. I believe you’ll achieve similar results using the 4K skin texture with the 8K normal and bump maps for the same close-up shots. But, I have the maps, so why not give it for anyone who really wants them.
The 8K normal maps are quite large (her face map, the largest, is 128MB). The color maps don’t truly need to be 8K either; they’re only beneficial for very close-up shots. I believe you’ll achieve similar results using the 4K skin texture with the 8K normal and bump maps for the same close-up shots. But, I have the maps, so why not give it for anyone who really wants them.
The clothes hide all the places that bending distortions occur, lol If she is like Hanna then no problem. I just love the G9 characters and so glad you do them Luxe.
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Luxe Muse
@LinBinArt, I understand your point. I need to purchase a high-quality G9 leotard that offers more coverage than my current one. I have a wonderful G8 leotard that I used in a render for Hanna to highlight her correctives, and it worked beautifully. Perhaps I could adapt it for G9 and hope it doesn't distort awkwardly. However, I was hesitant about using the default female bra and bikini with a gray shader to demonstrate her bending. I want to avoid any risk of being banned, though I find it frustrating that I need to be cautious about this at all. It’s difficult to understand why anyone would see it as anything other than, "Yes, the geometry flows naturally and improves upon the standard G9 when it bends."
@Ghathanothoa, Your suggestion from before was truly lovely, and I did recall working on her basic shape when you mentioned it. Thank you for bringing it up again. I have tried adjusting the slope at subdivision 0, but it still isn’t quite right. It needs to be more defined to appear as clear as I’d like. I will work on another iteration. Thank you for the wonderful advice.
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Mon, Aug 04@LinBinArt, I understand your point. I need to purchase a high-quality G9 leotard that offers more coverage than my current one. I have a wonderful G8 leotard that I used in a render for Hanna to highlight her correctives, and it worked beautifully. Perhaps I could adapt it for G9 and hope it doesn't distort awkwardly. However, I was hesitant about using the default female bra and bikini with a gray shader to demonstrate her bending. I want to avoid any risk of being banned, though I find it frustrating that I need to be cautious about this at all. It’s difficult to understand why anyone would see it as anything other than, "Yes, the geometry flows naturally and improves upon the standard G9 when it bends."
@Ghathanothoa, Your suggestion from before was truly lovely, and I did recall working on her basic shape when you mentioned it. Thank you for bringing it up again. I have tried adjusting the slope at subdivision 0, but it still isn’t quite right. It needs to be more defined to appear as clear as I’d like. I will work on another iteration. Thank you for the wonderful advice.
Here are a handful of stand alone correctives (isolated, but they build up with others) from my blender correctives file.


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Luxe Muse
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Tue, Aug 05I am going to be so late...
I figured it out. It is not the clothing or the body. The pose was moving the pectoral bones, which should not move as much for a person who is 149.8 cm tall.
I figured it out. It is not the clothing or the body. The pose was moving the pectoral bones, which should not move as much for a person who is 149.8 cm tall.
Awesome progress Luxe and so nice you have a room for Yunae too. She looks very happy working out and showing us her bends.
This may be premature to mention but a lot is said about ones belly button haha and maybe you could make her a real special one not just
a hole in the stomach. Use your artistic license Luxe.
This may be premature to mention but a lot is said about ones belly button haha and maybe you could make her a real special one not just
a hole in the stomach. Use your artistic license Luxe.
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Luxe Muse
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Tue, Aug 05Good idea, a custom Geograph navel (given I'm not a PA, is the only option I have). I could also make custom dials but they are basically G9 default navel morphs dialed to how they look right for the the model.
O Luxe it's fantabulous! A real dandy navel and your were so quick to do it. I like that style where it's half out and half in, haha
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Luxe Muse
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Tue, Aug 05Thank you
! Geograft to the rescue! Maybe one day Daz will make HD tools open to everyone 


Oh well, I'll keep trying tomorrow
so far not having much luck:



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Luxe Muse
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Tue, Aug 05Maybe I'll need to grab a larger chunk of the torso, so that the sculp doesn't disturb where it joins as much.
Maybe try another way to do the button if geograft doesn't behave. Can the navel be sculpted differently on the mesh?
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Luxe Muse
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Wed, Aug 06Unfortunately, no, @LinBinArt. The geometry around that area on G9 was intentionally made impossible to work with, and to sculpt an HD morph, I would need access to DAZ HD tools, which I do not have. 
Unless there is something I do not know, even displacement maps will not do the trick, in my opinion, and they are also very hard on your GPU. I am moving away from those.

Unless there is something I do not know, even displacement maps will not do the trick, in my opinion, and they are also very hard on your GPU. I am moving away from those.
It is a little better, but it still has some issues. I think I will go with the Genesis 9 HD one and provide custom dials that match this closely. I will do her geograft as an update. I need more ideas to get this to work with subdivisions.

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Oh dear, just when I thought I was nearing her finish line, I discovered a major issue. I have no clue how I missed it earlier. The worst part is that this invalidates every single corrective I made once I fix it, including her proportions. It must have been an update I made while sculpting her high-resolution details. I know some might fix this by moving her hip and baking again, but that is a hack in my opinion.


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Luxe Muse
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Sat, Aug 09Maybe it is not a bad thing after all, given that I need to revisit her mouth. As Ghatanothoa noted, it is a little too close to the nose and makes her look a bit too cartoonish.
Luxe Muse
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Sun, Aug 10I was wrong; fixing this did not break any correctives because they are relative to the current vertex position. However, I still made a few tiny adjustments to her mouth position and added her occipital bone.
Since I'm reworking some basic things, a small occipital bone (with what little geometry there is in that area):


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Goodness gracious its good you don't have to start again Luxe. She is getting along all too well now and that small occipital bone will never been seen with the hair I use, haha
are those eyebrows fiber? Love them.
are those eyebrows fiber? Love them.
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Luxe Muse
Karma: 4,366
Sun, Aug 10Thank you, LinBinArt! For her brows, I create my own for G8, but for G9, I typically use one from Daz with a custom morph tailored to the character I'm working on. For Yunae, I'm using "G9 Eyebrows Fiber Style 02" because I thought they looked lovely on her, so I made just a few small adjustments.
Luxe Muse
Karma: 4,366
Sun, Aug 10I hear you on the skull detail, I don't think anyone will see it unless using a very short hair style, if that even shows with it.
There's a show on a French TV channel called "Peking Express." For your trip to Asia, I don't know what mode of transportation you're taking, but I get the impression you're going at a snail's pace 
Joking aside, your work isn't perfectionism; it's more than that. I sincerely admire your expertise!

Joking aside, your work isn't perfectionism; it's more than that. I sincerely admire your expertise!
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