Thanks again for your response, Cayman! I will give this a try and see what happens. This shouldn't take more than a couple of minutes or so. Depending on how the MAT files have been set up, and how the textures are laid out, you may have to create a couple of new "full" textures to take the place of the partial textures, and then save new DUF files. This is discussed in the PDF documentation and also in the Commercial thread. Usually the surfaces would use the same "full" texture, but in this case there is a split. UVB induces a cascade of cytokines, vasoactive and neuroactive mediators in the skin that together result in an inflammatory response and causes sunburn 3,4. The geografts can take the individual legacy surfaces, but Genesis 3 can only take one. On Genesis 3 these five legacy surfaces are amalgamated into one ("Torso"). It may be that this is because the original head hair texture is a "partial" texture, so that on M4 it applies the full bald texture to the SkinTorso, Nipple and SkinHip surfaces, but the partial hairy texture to the SkinHead and SkinNeck surfaces. This means that some surfaces of Genesis 3 Figures cannot use all the corresponding textures of previous generations because a surface cannot utilize more than one UV map. By the zigzags I can see that the hair is applying to the head geograft but not to the head surface on Genesis 3. The UV maps for Genesis 3 Figures use a UV mapping protocol called UDIM (U-Dimensional) and now divide the surfaces differently from preceding generations of Daz Figures. Well, the Face surface is using the hairy MAT and the Torso (which includes the back of the head) is using the bald MAT.
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