Morph Transfer Options Added to DS 462 by SickleYield, journal
Morph Transfer Options Added to DS 462
That's DAZ Studio 4.6.2, the latest version as of this writing.
If you transfer morphs with Transfer Utility, you might previously have noticed that you have no option to only transfer SOME morphs. This can particularly be annoying with Genesis morphs, where you end up transferring hundreds and then have to sort out and save to library just the one you want.
Well, the newest version of DAZ Studio has an additional feature to help with this.
In the Parameters tab, when you've found the dial for a particular morph, right-click on it. One of your options is "Favorites." Hover over that and you can choose "Add Selected Properties to Favorit
[Tutorial] G1G2G3G8 Clothing in Blender 5 by SickleYield, journal
[Tutorial] G1G2G3G8 Clothing in Blender 5
Part 1
Part 2
Part 3
Part 4
In this section we'll talk about creating custom icons and morphs. The morphs section of this is covered in video form here.
From Parts 1 through 4 you should have:
-A textured and rigged clothing item with materials set up that use your diffuse, bump, and high-resolution displacement maps. It should already be saved to your People/Genesis or Genesis 2 Male or Female/Clothing/YourName/Your Item folder, and there should already be a Your Item/Materials folder with at least one material in it.
-A good handle on edit mode and sculpting meshes in Blender. I will cover some commands, but not basic navigation.
[Tutorial] G1G2G3G8 Clothing in Blender 4 by SickleYield, journal
[Tutorial] G1G2G3G8 Clothing in Blender 4
Part 1
Part 2
Part 3
In this section we'll talk about applying textures and generating materials in DAZ Studio.
From Parts 1 through 3 you should have:
-A UV-mapped mesh, with materials assigned, at a poly count between 16k and 100k polygons (less is okay, more is not) that is already saved to the library with a basic rig in DAZ Studio.
-A sculpted normal or displacement map created in Part 3 and saved out to .jpg or .tiff format.
-A diffuse and bump map created using layer modes in your image editor. Having a scanner or a good camera to create your own base textures for clothing is not a bad idea (a scanner that can create 4000x4000
[Tutorial] G1G2G3G8 Clothing in Blender 3 by SickleYield, journal
[Tutorial] G1G2G3G8 Clothing in Blender 3
This text tutorial continues the series on creating clothing for Genesis 1 and 2 for DAZ Studio in Blender. Previous links:
Part 1
Part 2
In this tutorial we will explore texturing and, more specifically, using Blender to create sculpted normal maps and/or displacement.
From Part 1 and 2 you should have:
-A UV-mapped mesh, with materials assigned, at a poly count between 16k and 100k polygons (less is okay, more is not); at this point you should have done your "base" sculpt and it should look basically like a piece of clothing, not a paper cutout overlying the body. Buttons, lacing, etc. should be finished and a permanent part of the