Grab Ezskin3 by SnarlyGribbly, its a free python script. If your figure has maps already run the ezskin script and it will apply shaders for SF or FF. It has preset definitions for a number of figures, and if g3 isn't included it is super easy to make your own. I use ezskin all the time to make character skins render better in SuperFly.
Thanks Lyrra! I have Ezskin3 so Ill give that a try. I have yet to really tinker with its inner workings and guess I'm going to have to take the plunge. I know since my G3 scenes are imported in obj format Ezskin3 doesn't detect it. I'm sure there is a way around that though.
Great post! Exactly the sort of things I was asking about.
General question: Many of these apps mention their great sculpting tools, etc. That's fine and I'm sure I'll enjoy these. But, one of the things I've noticed when sculpting in traditional polygon modeling apps is that I always, without fail, combine sculpting with traditional "manipulator" work on verts/edges/faces in order to get what I want done. IOW - Having the ability to work with a standard manipulator tools to push verts is something I am hesitant to give up, just for better surface sculpting/deformations. (I do realize that they're not all designed for actual 3D creation work.)
Do most, or which, 3D texturing/sculpting apps also have good geometry selecting/manipulating tools at the individual vertice level? What about actual editing/construction, beyond retopo? (Some appear to have this, mentioned on the box, yet others don't mention this specific feature.)
Really great post! Much thanks!
The only other texturing app I've found invaluable is pixplant, though it is very specific. Basically you dump a bunch of photos into it and it magically assembles a bump mapped seamless texture from them...
Very nice! I've seen several of these sorts of apps, some of them being free. Being able to easily grab a photo-based texture for use as a material/seamless text, is, of course, awesome. I'll look into pixplant, for sure! I've already got a couple of freebie texture converters, but they're mostly a sort of brute-force app that don't always give good results. (Or, for pay versions, I'm a bit hesitant, since I haven't delved fully into them in a production capacity.)
Ultimately it's up to you what you choose. This is all just my experience. Your mileage may vary.
Your experience, and the experience of others here, is exactly what I'm looking for! I started 3D way back when with XSI and the first release of Sculptris. But, I only really started pushing things in the past ten years or so... :) I get into it, then real-life hits, then I come back to it, etc.. But, I know my shortcomings and they're entirely wrapped up in texturing. I don't suck at it, compared to some, but I am no 2D "artist" and some of the technical and knowledge-related work is, frankly, beyond me. At least... doing it all by "hand" and spending the time necessary to learn it all.
So, I want a texturing package to help offset my deficiencies. Because, after all, as you have said - "Life's too short." :D
@morkonan - I strongly recommend playing around with as many demos as possible before committing to any particular workflow. The Substance Live Indie Licence is a no-brainer on the rent-to-own scheme though at 20 dollars a month. If you want to texture 3d models it's an excellent set of apps at a good price ;)
Hmm, that's an interesting option - I could just get a month-to-month to check it out, then upgrade if I want it or cancel. Good call!
I'm thinking I will probably go this route: 3dCoat AND the Substance pack. Between the two, I should be able to get a good workflow going. To prepare, and get some hands-on experience, so I can really know their capabilities and whether or not this is really a benefit, I'll get trials or month-to-months for each.
And.. I'll have to add Blender to my workflow. It's a no-brainer, really, since "free" and "powerful" and "full suite" are three words that are almost too significant to resist when they're all mentioned together. With the community support it has, and if I really learn it well, I won't ever "need" anything else for 3D model construction. Of course, they'll have to pry UVMapper, Hexagon, and a bunch of other really old programs I cling to, from my cold, dead, fingers...
Last question, for anyone reading this far: Any links for good, sensible, overviews and sample workflows for these products that aren't 2+ hour vids? (I don't mind long vids, since fast-forward-for-the-win), but I like conciseness when looking for such info, even though I, myself, am a blow-hard and write far too much, for too long. :)
i use ezskin all the time too but want to use my own shader setup & don't have a clue how to make that work in ezskin.
with vss prop i could set it up how i want, apply whatever skin i wanted to my figure, then convert that to my shader setup on the fly.
@raven Yeah, why on earth Poser defaults to an animation set up I don't know, but I've lost track of the number of times I've accidentally set up a static scene in one of the later frames, only to have the camera save tho whole damned animation that was never supposed to be.
Thanks for that link because I looked recently for the old Easypose product, and as best as I can tell, it is no longer available.
Tried tracking it down. It was moving to version 2 and moved to RDNA. It doesn't seem to have made the transition to DAZ's marketplace. There are various locations one can get the free trial version, which I think has a limited number of trial uses. (Various software sites, completely legit "freeware/trialware" sites, as well as several links found posted by the author on various websites.) As always, only download any software, even freeware/trialware, from trusted sources and virus-scan them very well, just in case. :) But, to sum: There was a legitimate freeware, limited use, version, and its still available.
Also, regarding your exterior sets and not being able to see through walls, you could also try experimenting with the Hither value of the camera, it adjusts where the clipping of objects in the camera view starts. So if something is closer to the camera than where the hither starts, it won't be visible in camera.
You can always tweak my settings, these settings I have used mostly in FireFly and if yours scene is darker you can change intensity to 1.2 or more or you can adjust the samples, but with 1001 I've got best results, with less samples you can get splotches
Best way is test few settings and save as yours preset, FireFly is still great render engine