Home Artists Posts Import Register

Content

Hello) This post is more like for me, so i will record everything i wanted to do here, because i always loosing my fucking note files on pc xD.
First of all:
Working with Juri model motivated me to level up my models. I didn't checked yet Chun Li model, but i have beta build dump now, so i will do it soon. So what i noticed, but i can be wrong that all game characters was created with character editor, that capcom did for this game, Body model having very good muscle anatomy, and it's just topology, even without normal and bump maps. Awesome topology, awesome shape and muscle detalisation.
Secondary:
Model's rig, armature and weights. So you will understand difference i will give u example with my model. just for shoulder i have about 6 additional bones, that helping to fix wrong deformation of deltas when character moves hand up. With 2 vertex group it's impossible to make right deformation and final shape, so i using 6 addtional bones to make it better, but sf6 model having around 20 fucking bones, 20 CARL! and what i learned they not all necessary, but all of them have purpose. Like every bone having painted muscle or group of muscles on it. So for use that model u need very good knowlage of anatomy and bio-mechanics of movement. Some of them i will transfer on my models in future.
So here is the Third:
My models. Not long ago was released Genesis 9 Starter essentials for DAZ3D. Which i want to test, if it's truth that they did 8k textures, that's good. But i seen videos about it and basic shape of the body not so impressive, but i could be wrong until i will test it myself. Need to install it and test, but i need to do some file managment on my laptop because i have about 40gb of free space(fuck my life) It's actually good possability for me to reupgrade my models completley. I did a wrong thing and whole my system right now based on it. Like every part of daz body has separate uv map, which is fit whole UV space and based on 4k textures. On that time back then, it was complicated for me to manage big amount of uv maps on 1 model. So my solution was to join all uv maps into one, and create 1 8k texture where every quarter of space was intended for certain parts of the body. Body, Hands, Legs, Head and Genitals was in 1 quarter, so it's actually mistake, because i lost quality of 4k MK11 textures, i was forced to reduce it's size to fit it in 1 quarter with Pussy, Anus and Penis textures, which is should be also on separate uv maps for better blending and resolution. Even though from first look it's should not deincrease quality right, because i actually didn't loose any information from body textures, they still 4k but on different place on 8k canvas. But it's wrong, because it's counted on compression, when you editing it in photoshop, or rendering it, it's loosing quality, because of compression. So it's means i need to redo whole my fucking system, with separate uv maps, but it also means i can loose in this game, because amount of materials and textures will be increased in 3-4 times, from 5 textures in one material right now i will use probably about 20 textures and 5 materials, because for every part of the body as i mentioned before will use their set of 4 or 5 textures. So body material(4)+legs material(4)+hands material(4)+head material(4)+genitals material(4). I tested already how blender working with big amount of textures with ZONE-tron model, which having about 25 textures, from 8k to 512 and it's fine. Most of the memory taking shader itself. For example my last attempt to improve performance, i converted textures of some characters from .Tga format, to .Png. Tga format was 256mb per texture, so it's fucking 1gb of full set, but Png is just 44mb per image, and i didn't noticed any looses after convertion, becuase just by default Gen8 body textures from daz was kinda shity, when you zooming it in you will see artifacts of giga pixelation. Probably it's 3d scaning artifact, when machine autamotaicly builded textures from scaning, it's separated it on sectors let's say 32x32 pixels with information, and after its build it all together in 1 image, but when you zooming in you can see seams of this sectors, so this is kinda fucked and it loosing potential for additional details. So if you will convert 4k daz texture in to 2k, you almost will not notice any differences, you will not loose any important information about details, more like you will lose highlited pixels, which will be smoothered with compression, just i talked about before, that how machines working with your information while processing it. So. I hope 8k Gen9 textures will actual 8k textures, but not re-scaled 4k with empty pixel space. But it was about of optimization. Main skin shader takes about 2,5gb - 2,8gb of VRAM, and only 1gb +/- it's textures. So when i changed formats i expected that VRAM usage will be de-increased, but no! It's still the same amount of used VRAM. Atleast i freed some space on my disc. Looks like after Videocard loaded textures, it keeps it in RAM, so that why i was unnable to render scenes, when i was close to limit but i not overfill it. Because when you building scene, Textures uploaded in to video memory, but when it is uploaded, videocard transfering it in to ram, and erasing textures from vram, so u can render faster, but if you overfill vram while scene only builds you will get out of memory error. So maybe converting in to png from tga can help with this shit too, we will see. Anyway right now laptop dies when i about 5,7 vram and 10gb of ram usage, so it's kinda fucked, i can't even get vram error because ram killing itself faster lol. So i hope my idea with separated texture sets and uv will be successfull. And i will increase quality, without additional memory waste.
Fourth:
I liked very much Juri's body shape, so probably i will transfer it on Gen9 body as default for other girls, but will change it to fit every character like im doing now. Mileena is little bit dry muscled babe, Jade is dry, but less muscled, Sindel is something middle of Jade and Mileena, Tanya is Muscled about legs and arms, Cassie is pretty soft, she has shape, but almost no visible muscles. Skarlet has buffed legs and little fat around her body, so her muscles is pretty buffed, but they covered and etc. etc. etc. I will check how Chun Li body looks like, and probably i will take her shape as reference for somebody too.

Phew...Looks like it's all thing i wanted to record.

Level up soon(probably(if everything will go as it planned(and will not fucked up)))

Comments

UNDRESS_ME

I think it's a good idea to transfer Juri's body shape to Gen9 by default, and I wish you could take Chun Li's body as a reference as well

shizzyzzzzzz

Nah, checked Gen9 body, model is the same or even worst than previous ones and now it's even less than gen8 or gen3 options to change shape of it. Now DAZ3D became piece of cheap shit, Like i tried to instal that shit about hour or two, because it's alway dropped connection to server while downloading from their another new "daz manager thing" that trying to be adobe creative cloud parody, fucking garbage. But anyway i hope atleast model has the same uv map, so at least i will take textures from it.