Showing posts with label guide. Show all posts
Showing posts with label guide. Show all posts

Wednesday, July 22, 2015

Genesis 3 Tutorials

I ran across some Genesis 3 tutorials on the Daz Forums and thought I would share them if anyone is looking for some help with Genesis 3!

Genesis 3 Tutorials 

Thursday, February 12, 2015

Tutorial Guide to Using KerWar's Fancies

This is a tutorial guide to using KerWar's Fancies which is downloable at ShareCG

This is one of my must have items! It is a great set, but takes some getting used to, so I decided to make a visual guide so you can get an idea what is going on.

Here is the image we are going to be changing

Specular Colors

The first thing we are going to change is the specular colors.
In your content library locate KerWar Fancies01 > Step 1 - Specular Colors > Blues


Now that you have the right area open, switch to using the surface tool (it looks like 3 angled rectangles and a pointer), click on the surface you want to select. At this time it is also helpful to select the "Surfaces" tab so that you can see what is going on with the colors and patterns.


The "blouse fabric" is currently selected. 
To use the shader double click on it, you can see it worked because in the surfaces tab it shows the new color in the diffuse and specular colors and in the image itself.


Pro-tip:
You can tell what surface you have selected cause it has a yellow outline! 

Quick Render to show you what it looks like now...


Adding a Pattern


Adding a pattern in is easy!
Once again select the "blouse fabric" using the surface tool.
Then go to the patterns in KerWar Fancies list, in this case I chose
Pattern A, Fancy A Spec-03.dsa, and double clicked on it.

See picture...

But hey! What is going on here?! There is no pattern showing up!
Looking in the image you can see the "Specular Bump" now has a pattern on it. Because it is the "Sepcular Bump" it doesn't show up the pre-render.


Pro-tip
To check out what it will look like when rendered use the "spot render" tool, it look like a camera with a pointer. 

Adjustment

So the spot render did not show up anything new! Don't panic!
We need to adjust the tiling on the pattern, in this case we are going to use the 15x one. Double click on the 15 in the adjustment utilities, which will tile the pattern across the shirt.

See image

It shows the spot render of the 15x tiled pattern on the fabric

Example of what you can do with KerWar's Fancies



Other tips


Q: I managed to screw it up and it looks horrible!
A: Don't panic! In the adjustment utilities there is a remove bump, displacement and specular option. Try those! If that doesn't work try the mats from the original item, at worse remove the clothing piece and add it back into the scene.  







Thursday, February 5, 2015

Customize V4 Dementia Pauldrons and Halo

This is a quick guide for the Dementia V4 Dress 

Pauldrons on/off


You can turn off the Pauldron (aka the big metal things on her shoulders)

Use the universal tool to select the right or left pauldron, and it should show up selected it the scene tab, alternatively in the "Scene" tab, locate the "arms" of the outfit, then use the arrows to go down to > hip> abdomen > chest> lcollar> lforearm > lpal

Then click on the "eye" icon next to it, which will "hide" the pauldron


See below image for what it looks like when it is turned off



Changing the Color of the Halo


In the surfaces tab select the "halo surface" it is 4 up from the bottom, you know you are in the right spot because it should have a "opacity strength" image where you can see the halo. 


In the surfaces tab you click on the "diffuse color" and use the color picker to change the color then select "ok" which will result in a different colored halo!


Hopefully you found this guide helpful! If you have any questions please let me know! 


Friday, March 28, 2014

Mostly Universal Hair Shader Tutorial

Welcome to my "Mostly Universal Hair Shader Tutorial!"

Why is it only "Mostly Universal"? Well in theory it should work all on all hair, however, it may or may not look good! That is why I wrote this little tutorial to help explain how it works!

After opening a scene and setting up a character and putting some hair on, browse to the "Hair Shaders" in your content library.

For most hair cases use the 5x Tiled hair, see problems section for information on the 1x Tiled hair.

You can select the hair color three different ways.

Using the Scene Tab
You can directly select the hair from the scene tab, then double click on the shader, which should change the color of the whole hair.


When you double click on the shader the color of the hair should change.




Surface Tool

Then double click on the hair color you want, in this case I used "hotrod" which is a shade of pink. However since I selected the hair with the surface tool it only selected part of the hair, in this case just the under layer of hair. (see picture)

But they I wanted it to be all of the hair you say? 
Hold down the shift key then click on the hair again, which should result in selecting all of the hair, if it doesn't move the mouse a bit to a different spot on the hair until it all selected. Then double click on the shader again, and it should apply to all of the hair. (see picture)

Using the surface tab

After selecting the hair in the scene tab, select the "Surfaces" tab


This way of changing the hair can be extra helpful if you do not want to change all parts of the hair color, you can select only part of the hair to change. Note: currently all of the Amaya hair is selected and therefore highlighted.

In this case I have changed the hair_2 to Hot Rod and the rest to Blond, resulting in a layered look.


Fixing problems with the system:

The hair color looks really funny! What the heck!?
As I said it is a "Mostly" Universal system, there are some types of hair this will simply not work well with. See the suggestions below on how to fix problems with the system!

When I double click on the shader after selecting the hair nothing happens!
Try going to the surfaces tab and then double click on the shader, or use the surface tool to select the hair.

The hair color is showing up as almost white! 
This is most likely because the specular color is "white", change it to black and see if that fixes it. 
note: you can adjust both the specular and diffuse colors to further customize the hair color! 


There are big gaps and missing parts?!



Try using the 1x tiled color on "Base" "Hair" or "Cap" of the hair, which can be selected in the Surfaces tab. 

In this case Aditi hair has both "Cap" and "Head" that need to be changed to 1x horizontal tiles. 
Note: this seems to happen on particularly often on hair that has "ponytails" and other parts that stick out.



The resolution is not good?
This is probably because the tiling is not working well, or you are doing a very close up image (alas not all the colors look awesome in super close ups!) To adjust the tiling go to the surfaces tab, and scroll down the list to "horizontal" tiles, if you are having gaps, decrease the number of tiles to 1. If the hair resolution is just blurry increase the number of tiles to 8 or 10 and see if that fixes the problem. 
Note: increasing past 10 tiles will not likely improve the situation, as there is limited space and it doesn't seem to fix the problem.
Note: messing with the vertical tiles can get very weird results! I do not recommend this! 

I am getting big blocks at the end of the hair! 
Somehow you have overwrote the transmaps for the hair, go back to the original hair colors that came with the hair apply one of those, then try using the shader again.





These are the main problems that I have had with the shaders. Please let me know if you have any questions! 








Monday, January 6, 2014

Saturday, January 4, 2014

Guide to Making Basic Shapes/Morphs for Re-distribution

I have gotten a few emails from people requesting information on how to package up freebies.So here is the basics! 

Guide to Making Basic Shapes/Morphs for Re-distribution

Step 1:
Start with a blank character, in this example I will use a Genesis one.
It is important to start with a character that is not using ANY morphs! If you are not planning on making it available for others and is only for personal use, this is not an issue, but for the purpose of making a freebie it is!
You can check to see what morphs are active by looking under the “currently used” tab, see picture.



Step 2:
Make adjustments to the character, okay now check which packs you are planning on using, most people with have the Genesis Head and Body Morphs package, so you are pretty safe in using those one, if you want to make available to the widest possible audience.
Once you have changed your dials for your character to make your custom morph, check under the “currently used” option to verify which ones were used (see picture)
There are other ways to make morphs, but in this case we are simply focusing on “dialed” characters.






Step 3:
Save your “shape”, using the File> Save As > Shaping Preset

Be sure to name your shape, something unique that you will be able to recognize!

Extra tip: make sure that when you save your preset make sure your character is placed centered in the screen showing off the head or body in a good way, because the current frame will be the “thumb nail” picture in your content library

This will bring up a new dialogue box, in it you want to make sure you “deselect” any “extras”, keeping only the basic’s, otherwise when someone tries to use your shape it will likely throw an error if any of the extra packages you have are missing.





Step: 4:
Scan your hard drive for “new files” in your content library, your new shape should show up in your content library under: unassigned>preset>morph> apply
File is there and named correctly? Congrats! You have successfully created a morph!



Step 5:  
 Now to package it up for sharing!
Check and see where your morph has been saved to, this can easily be done by right clicking on the thumb nail image and bringing up the drop down menu, from there you can select “browse to file location” which will open up the folder on your hard drive where the file is saved.

Now comes the complicated part, you need to make a new folder in a location that is NOT in your “My Library”, select somewhere on your hard drive that you can find but is not directly being used by Daz Studio. You need to create a basic folder, the character I created is named “Findlay”, so I start with a folder named “Findlay”.
Next step setting up the correct structure you need to create a series of blank folders that will lead to the correct path to your shape.

It should be something similar to Findlay>My Library>People>Genesis>Characters>

In the final folder you should copy and paste your characters files, there should be two, a dson file, and .duf file (the dson file is the shape file, the .duf one is the thumb nail image that is displayed in your content library.



note: it is VERY important to only include the two files that you want to redistribute, not every file in your "My Library"

Step 6:
Make a promo image, you should render out a promo image of your shape to be included in the folder.
Make a readme text file, that has the basic info on your files. You can check what others have done for a readme.
Once you have added your readme and promo image to the folder you created to package up your shaping preset, you zip the file up. On a windows machine you should be able to right click on the folder and select “add to archive” which will create a zip file of that folder.


Step 7:
Upload the zipped file to a site such as ShareCG to be shared with others.

If you have any questions please let me know! 



Thursday, January 2, 2014

Guide to Genesis Content Creation

I recently found this great sticky post on creating content for Daz Studio's Genesis characters. I used part o fit to help with the transferring of the morphs from V4 Moire to Genesis version of Moire.

Friday, November 15, 2013

Snow Sultans MFD

Updated my older post about the MFD template, Snow Sultan has the original and it is sized correctly to work with Genesis and V4. You can find it at her website under the "clothing" area of Seam Guides.