Forum: Community Center


Subject: I have a Question . . .

Shadow^Mist opened this issue on May 19, 2024 ยท 18 posts


DeeceyArt posted Mon, 03 June 2024 at 11:36 AM

My attempt to clarify some misunderstandings in this thread:

Let's assume you've made a dress for Genesis 8 Female, and now want to create a version of the same dress for La Femme. Even though the dress is already modeled, it is still near as much work to convert the dress for use in Poser for La Femme. The ONLY thing you don't have to do is remodel the dress. However, you DO Have to morph it to fit La Femme. But the remaining work isn't only the materials. The work involved will be exactly as if you are creating a Poser clothing item from scratch. 

--- Take the dress OBJ created for Genesis and morph it to fit La Femme. The dress will have to be rescaled to Poser scale (which is much smaller), and then reshaped to fit La Femme. At this point, it's probably easiest to remove the groups on the La Femme version as well. Leave the material groups intact.

--- After scaling and reshaping the dress to fit LaFemme, place the OBJ in the Geometries folder of the runtime you are creating for the dress. Import the OBJ file in its default position and scene.

--- If the dress is going to be dynamic, use the cloth room to assign dynamic properties. If it will be conforming, use the setup room or the fitting room to copy joint zones from La Femme to the dress.  After that you have to check and test weight mapping or simulations to make sure the dress behaves as expected. This is the second-most time consuming part of content creation. Test with various poses that bend joints to their upper and lower limits to make sure the clothing behaves properly.

--- In the Pose room, load both La Femme and the dress into the scene. Copy morphs from La Femme to the dress. (Yes, I know you can do copy morphs from the Setup or Fitting rooms, but the results are better when you wait to do them in the Pose room. This is the most tedious part, because every morph should be checked to make sure morphs transferred reliably and cleanly. This is a step that is applicable to both DAZ and Poser products, BTW. 

--- Create Poser materials. A note here. Both IRay and SuperFly work best with PBR-type maps (diffuse, normal, roughness, metallic, opacity, emission).  Firefly uses specular and gloss maps instead of roughness and metal.  But going with Metal and Roughness creates very similar results in IRay and SuperFly. 

--- Double check packaging and make sure the runtime folder is arranged properly. 

--- Create readme file and promo images.

As you can see, it's a lot more work than many realize, and may be too much to expect a tester to do the conversion without a percentage of the sales.  It is close to double the work to create DS and Poser versions of clothing, but whether or not it is double the sales isn't an easy question to answer.