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Carlosan

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Posts posted by Carlosan

  1. Voxels are better for organic modeling and the initial blocking out phase while the Surface mode is better for hard surface modeling since it's a lot easier to retain hard edges while manipulating your model.

    To mimic Blender polygons you need to import the model as Surface, not voxels

    And remember to avoid nGons before any import. 

    • Like 1
  2. Marvel Snap developer Second Dinner working on 'most ambitious Godot game yet' | Chris Kerr
    The company has formed a strategic partnership agreement with Godot vets at W4 Games to support the open source engine.

    Promotional artwork for Marvel Snap

    Marvel Snap developer Second Dinner Studios is looking to accelerate Godot Engine development by investing in W4 Games.

    W4 Games was established in 2021 by Godot vets Juan Linietsky, Rémi Verschelde and Fabio Alessandrelli to go "all-in on the creation of an ecosystem with the Godot Engine at its center."

    The company raised $15 million in December 2023 and remains committed to helping developers "reclaim their control on the technology powering their games."

    Second Dinner wants to lend a hand by entering into a multi-year strategic partnership agreement with W4. The studio has also committed to building what it claims will be "most ambitious Godot game yet."

     

  3. Development of generative AI images and video has accelerated over the past year, generated 3D Meshes are not too far behind. Despite being out in front, even 2D generated images have issues such as multiple finger syndrome or other body related anomalies. All perfectly fine, progress has been made with additions such as ControlNet to constrain the generation based on the parameters set by artists. However it’s still not perfect and we are still at the stage of perfecting consistent, faultless 2D images.

    3D Meshes (Text to 3D) have an even steeper uphill struggle, but I do think on its current trajectory we will see it creating high quality 3D prints, before being used as an ‘out of the box’ solution in games. It's not to say it won’t happen (quite the opposite), but having worked in the games industry, speed, quality and clean up cost are things to factor in - it doesn't tick all the boxes at the moment.

    In this blog I'll discuss 3D characters in their sculpted, high poly or voxelized form as ‘most’ Text to 3D AI Gen meshes, consist of this high poly density when generated, complete with texture. I do have to put a caveat on that last sentence as things are progressing so quickly. I have seen more recent products where lower poly (quad) cages are being output too. Very exciting to see this development tackle topology head on.

    Below I've created a quick sculpt of this character, it has the proportions and shapes I'm looking for, there's no need to go into into any more details on the sculpting level. At this stage I just need to get the basics down and keep the process fluid. I indicate hair direction, face features and make sure hands face palm out (this helps with front/back texturing on the sculpt)

    image.jpeg

    Below I changed the shader inside of 3D-Coat to a white, this helps to show colours slightly better on the model.

    image.jpeg

    Next I paint vertex/polypaint to block in details. This vertex paint helps to add design details and at the same time generate the noise needed for the AI. Essentially I now have a form, detail and colour information. Again this is a quick process and can be sped up even more, if for example you have a modular system of body pieces to 'construct' a character.

    image.jpeg

    As you can see there is no fine details here, just identifying a few parameters, the colours are a starting point only. The idea is to explore AI variations using Leonardo.ai and then see the results in 3D.

    image.jpeg

    image.jpeg

    The image I chose used a different t-shirt. If the t-shirt was important to the project, I could have in-painted sleeves or used the outfit design from a variation. However I liked this outfit so I went with it. It is important to understand that any of the variations can be used instantly on the sculpt to evaluate how well they would work.

    image.jpeg

    Using the same seed and prompt I then generated both a side view and a back view. These views are then transferred/projected onto the sculpt as vertex/polypaint. It is important to understand that a sculpt mesh does need a fairly dense mesh to capture fine details. Vertex painting on a low poly mesh will produce a very blurry result. Once the views have been successfully transferred to the sculpt then there is a small amount of clean up on edge overlaps between the views. There is also a need at times to colour balance between projections, which is very easy inside most 3D Apps. In this example I decided to keep the baked lighting (pink/purple) but it is possible to get more neutral lighting from the prompt stage.

    The result gives a high quality 360 turnaround. I can mask certain aspects of the paint layers to change colour in real time. Alternatively using modular (kitbash) assembly methods to character creation can help top isolate areas of a design and iterate each part. For example the boots or shorts.

    image.jpeg

    image.jpeg

    Here's a quick render from Marmoset Toolbag 3.08. I simply imported the sculpt mesh into Toolbag and set the shader options for Albedo to Vertex Colour then positioned a few lights to match the baked colours.
    image.jpeg

  4. Hello

    You need to switch to Retopo Room, there all the mesh at retopo tap becomes visible.

    Sculpt High Poly model on Sculpt Room

    Create Low retopology on Retopo Room

    Bake from Retopo Room to Paint Room

    Modify any previously baked UVlayout on UV Room (if needed), -> Apply UVset and send it to Paint Room

    Apply.jpg

     

    UV Room work as Paint Room extension. Paint Room <-> UV Room are synchronized automatically.

    Retopo room and UV room are pre process and post process of UV creation/editing. 

    Hope this help

     

    • Like 1
  5.   

    On 8/1/2024 at 4:15 AM, Ctc_nick said:

    Thank you for updating the Applink! :good2:The Getback/ "Export to" Button is working again!

    -for the 'Export to' Button to work, you need to first send something from Blender, to wake the connection. After that it works.

     

    There is one old path "addons/io_coat" in "tex.py" 

    If you are interested I have prepared the file here:

    All the Best.

     

  6. Saving your Morph

    Now that you have your morph all set up in Daz Studio, you need to save it if you want it to be there next time you fire up Daz Studio.

    image.png

    • Make sure the morph is at 0

    This will ensure that it won’t be dialed in every time you load in Genesis 3.

    • Save the Morph Asset

    Go to File > Save As > Support Asset > Morph Asset(s).

    • Select the Morph(s) to be Saved

    Daz Studio Morph Asset Save Options

    Following the same hierarchy you set in the previous steps select the morph(s) you created and want to save. It is VERY important you select your morph(s) and only your morph(s). Or, you may accidently overwrite some other morphs and have to re-install a bunch of products to fix the damage (it has happened to a lot of people, including Daz PAs).

    • Set the Asset Directory

    I like to save all my creations in a separate Daz Studio Library than the one I install all my content into using DIM (if you haven’t already, you may have to add the Library using the Content Directory Manager within Daz Studio’s preferences). I feel it’s a little bit safer and helpful with content creation.

    • Vendor Name & Product Name

    These two fields will determine the folder structure that Daz Studio will use when saving your morph. The folder hierarchy will end up like this when saving a G3F morph:

    Your Selected Daz Studio Library\data\DAZ 3D\Genesis 3\Female\Morphs\Vendor Name\Product Name\Name of the Morph.dsf

    • Click Accept, once you have everything configured the way you want.

    Congratulations! You have now officially created your own custom morhp(s) that will still be there next time you open Daz Studio!

    Using the steps outlined in this Learning Path, you can create morphs for clothing, hair and props too!

  7. source...

    Configuring Morph Properties
    Once your morph is loaded into Daz Studio, you may want to configure its properties, change where in the parameters hierarchy it is located, etc. This is how:

    image.png

    • Locate Your Morph

    Your more will appear in the Genesis 3 hierarchy tree where ever you told it to in the previous steps (by setting the Property Group value).

    • Select the Genesis 3 Figure.
    • Expand the Parameters Tab.
    • Navigate to the appropriate Property Group.

    For my example, I set the Property Group to “ZBrush” and the name of the morph to “Liz Head 2.0.”

    • Click the little gear icon to the right of the Morph Name.
    • Select Parameter Settings.

    Here is a breakdown of what the different properties do:

    daz-studio-morph-parameters.webp

     

    • Name: This is what the file name will be called when the morph is saved (typically, full head morphs start with FHM, full body morphs start with FBM, and partial body morphs start with PBM).
    • Label: This is the name of the morph that will be shown inside Daz Studio’s parameters pane.
    • Path: This is where you set where in the Parameters hierarchy your morph will be found.
    • Type: This is a field that Daz Studio uses for certain organizational processes and can be ignored by the average user. Modifier/Shape is fine for most scenarios. PAs will sometimes change the type for Joint Corrective morphs, etc.
    • Color A, Color B, and Card: These are all relatively self-explanatory through a little experimentation. Use them to change the presentation of your morph.
    • Icon: To be honest, I’m not sure what this changes, but it’s commonly left at the default of None.
    • Most of the other settings are pretty much self-explanatory. A lot of times for FHMs and FBMs you’ll want to set the Min value to 0.
    • Auto-Follow is best left checked, I can’t think of a scenario where you would want to uncheck it, off the top of my head. It basically tells figure assets, like clothing and hair to follow the morph, so they’ll in most cases fit better.

    The bottom three tabs: Sub-Components, Controllers, and Keys are advanced settings and usually only messed with during content creation beyond what the average user will usually require for most of their figure customization.


    Click Accept, once you have set the settings to your liking.

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