Home Artists Posts Import Register

Content

I was discussing with Ckang (the person who I commissioned for a daz conversion of Paladin Danse) about the benefits and drawbacks of a program they use called Wrap3D which allows you to map daz face topology onto another model's face. The idea usually is to make use of the endless amounts of daz's shapekeys/corrective morphs and be able to retain the textures from the less-functional model.

HOWEVER, I pointed out to them that Wrap3D is not entirely perfect, but it does A LOT of the hard work of shrink wrapping for the user.

Because I'm probably autistic, I was quite obsessed with getting the Danse model to be as 1:1 to the original game model topo. So I went in and individually adjusted areas on top of the OG head. Left model is the untouched Ckang model and the right one is mine with the adjustments. 

The funny naked thing with Graves is another project I'm picking away at very slowly-

A mega mashup of all the daz assets I've collected, there are so many damn shapekeys. I also made it so that I can make use of both 8 and 8.1 genesis UVs on the same model. 

During this process of transferring shapekeys between models, I discovered that a HUGE thing that needs to be taken into consideration when transferring shapekeys between objects with the same topology but different UVs/proportions, is vertex order.

This issue was solved very much thanks to the insight of the creator of the blender plugin "mesh data transfer" which has been a life-saver for me in the past. They linked me to a plugin called "transfer the vertex order" in which you select two vertices on the source model and select the same two vertices on the target model and transfer the vertex order, and it automatically does the rest.

Last four pics: look I really like Warren Kole/Phillip Graves okay, he's a bad man but he's also a DILF.

Files

Comments

James

Ooh your danse is looking good and yummy