Great video, thanks for sharing your knowledge, it is really very interesting how you use each of the programs to achieve great quality when transferring the character's face.
A question can be asked the same process if the texture of a model that improtes xnalara is in a single image, that is, all the texture of the body is in an image of the face and everything.
Thanks for the great walkthrough. I've managed to take this start to finish for a head morph. What's your strategy for body morphs for models where they don't have a body underneath their clothing? I'd like to make something I can give out without having to tell people to just use something like Aiko 8's body.
Don't really have one at the moment, but I imagine it'll be something like shrinkwrap in blender or similar. There is an option in shrinkwrap to fit a model from the inside.
Hello, nice tutorial! I have an issue, I tried to wrap a fullbody, and i made it, but when i import it in daz and i select a pose the fingers and arms do weird things, what could be the issue?
Basically, yes. There are a few changes need, due to the different UV layout of G9, but it shouldn't be a big issue to figure out if you know how to do G8. I have one livestream on G9 where I was figuring it out. Check that out for reference.
In this specific example, the body remains the default G8F. If you have a full body model, then the process is exactly the same. You just need more points on the body as well.
@@radiantblog In that case, you first go to blender and shape the body as close to the figure you want as possible. Then take it to wrap and convert whichever part is visible. After that go back to blender and clean up the rest.
Thanks a lot for real! I just followed every step and when the moment comes to add the morph into Daz, I get a warning: Geometry did not match. Not sure if I messed up the scales or if the head I wanted to use is just too different in shape to the original. I even had to make the eyeballs bigger, so I don't know... It would be amazing if you saw my question and could tell me what I'm doing wrong. Thanks a lot!
That means you have somehow edited the daz mesh. You cannot add or change the vert order. Check if you have the smoothing modifier still applied. That's usually the cause when I get that error.
hi amazing tutorial, thanks a bunch, with some models its a smooth process but with some models I get this warning "floating geometry should not contain isolated vertices' how do we take care of this problem , please help , thanks
When I have already loaded the object with the ehca face in morph it appears in preset none and the other option of pjcm preset is not there and that morphs folder does not appear to be able to change the face that I made in wrap
Great Tuturial! I have a question: why do I have two eyes in one position? seems another one is an inner eye with different structure, and seems parts of the eye is invisible in edit mode, like being blocked by something
@@Shinteo5 yeah, and why I have those two parts separated? How can I select both of them to move around? And the eye sockets are seriously deformed, probably because my model has large eyes. How can I solve these issues? And do we have a different tutorial on how to set export obj in blender 3.4, since the interface changed a lot
@@Shinteo5 Oh, I figured out, sorry, newbee for both Daz and Blender. But still the eye socket is really disturbing. And do you have the ear problem? the back ear seems to have a bad shape that cannot wrap in the model, since the g8f model has Rectangular ear in base resolution
Love the tut but need some help. No matter what I do importing back into daz from blender ALWAYS exploeds the mesh. The only thing I changed is moved the eyes back a smidge. didn't do anything else, other than that and what you said in the video
@@Shinteo5 Yep that was it, ty, so easy to over look things XD. Now I just need to figure out how to do the color matching you did for the textures in clip studio
Sorry to bother you, but is it possible to transfer the body texture the same way we transfer the face texture? because using this metod like in the video we don't get the tatoos or other things in the original body texture
Managed to get every step of the way, but now my morph squishes the entire base model and rotates it. Could that have to do with the export settings of the OBJ from Blender? I made sure to keep the same vertex order, but is there anything else I need to do to ensure my OBJ properly imports?
Thanks for this wonderful lesson, Kelvin. I managed to transplant the head, the model was created without errors, but an error appears when I try to import the model into "DAZ Studio" - "Warning: Geometry did not match, failed to create morph.". What could it be connected with? Before exporting the model to "WRAP" program, I adjusted the model from DAZ and the desired head to approximately the same size, then exported to OBJ with scale 1.0. After merging the head with the body, I exported the model back to "Blender", removed the eyes from the DAZ model and left the eyes of the original model, whose head was connected to DAZ body. I then applied the "Subdivision Surface" modifier and exported the model to "DAZ Studio" with a scale of 1.0. After which an error began to appear - "Warning: Geometry did not match, failed to create morph." 😥
When you are importing a morph, the polycount must remain the same. You remove the eyes, thus the polycount changed. So the morph cannot be imported. If you want to replace the eyes, do that in daz.
@@Shinteo5 I realized my mistake (DAZ told me that my model had fewer polygons than the standard Genesis 8.1). I removed the mouth in Blender because I didn't know how to select it in WRAP, but after carefully reviewing your steps to create the morph, I redid my work and the morph was successfully imported into DAZ. Using the "+Material" button, I selected the teeth and tongue, then hid them and was able to correctly select the head. You are a wonderful teacher. I was looking for copper, but I found gold (your channel)
You shouldn't place the control points everywhere, it'll simply confuse the algorithm and deform some control point areas too much. It'll project the topology perfectly fine with just the eyes being controlled from the left and right corners. You could always add some extra parts to somewhere after projecting for the first time if something looks off, but it really is subjective. For the most part, don't spam them. Second, don't project the textures before you're finished fixing the projected model in Blender. For example, I noticed the lower lip was broken. If you apply textures before you fix the lips, the textures will look deformed from the broken area. That is if you're using the textures of the original model. Third, you should select the eye socket as well along with the nostril and the ear canals. It'll get deformed badly if you don't unselect it from the projection process. Fourth, you can mirror a texture to the other side so that it's perfectly matched with the opposite original texture. Finally, I've also noticed you should often just replace the whole ear with the default Daz3D ear model, unless you can perfectly match it with your custom model. But don't do it before you've projected the textures. Do it the same way you fix the neck, but just select the ears as well (go to orthographic mode to select both sides). Then manually move the ear to the approximate location of the custom model (there are some great morphs available on Daz which help you with this as well).
@@Shinteo5 I'm not too familiar with Gimp, but most photo editors these days allow you to mirror a selection to the other side. Select the area you'd want to mirror to the other side, copy it, make a new layer, paste the texture to the new layer and then apply mirror onto the new layer. Then merge both the layers.
Hi ! I left a comment earlier with several questions for you, but it seems to have disappeared. Probably because it had a link. Were you able to see it ? It might be in your spam folder on UA-cam. Thanks again ! :)
@@Shinteo5 basically, it was about issues with models that I'm having and how some of the conversion process works. One of the textures of my models will not copy properly and several models do not have bodies and only have heads, hands, and legs. May I send you a private message on Discord ? It will be easier for me to explain visually there as UA-cam doesn't like links to images and eats comments.
Hi ... how we can use the brush to clean up the model imperfections after we replace the neck from the last step ? Before we export the model morphs out ,we may like to clean the model first ....
@@Shinteo5 Thank you .... Bleander is a cool tool ,but it's another school ..... i watch this tutorial and i was thinking to combine your tutorial with this one ..... Can be a short cut ua-cam.com/video/r6NXHLL08Fg/v-deo.html
@@Shinteo5 thanks for the response. Also around 34:00 when you are moving the lips I have an issue when I select the same vertical, with proportional editing and connected only selected, whenever i drag it it drags the whole model along with it. Is there something I'm missing? I think it has something to do with the proportional size: yours is at .04 and mine is at 1, but I can't figure out how to change it Edit: found it!
@@Shinteo5 thanks. Also did you ever encounter an error in daz when using the morph loader pro that said "geometry did not match failed to create morph"? Edit: checked the log and it cited a vertex mismatch count in morph loader
Hello, first thank you for the tutorial, really helpfull, but when i import the morph into daz3d and slide the slider the character turns facing the floor, and when i rotate her and apply some hair or clothes it doesn't fit correctly, what could be the issue? thank you for your time!
Really great tutorial thank u :D Do u know why when i try this step 37:40 when i press ok and move the slider, the Character lay down at 100% and stretches enorm at 0%, do u what i did wrong ?
@@HimmelBlau081 Yes, it's a scale issue. You have to kinda test what scale works for you. Generally they are in increment of 10s so it's pretty easy to figure out.
Hello, thanks for guide! But dont understand one thing: 9:32 you told need to export with 1% scale, then you import in Wrap and morph big like it is 100% scale, so how to right?)
No need to invert at that point. What I am doing at that point is select the blank space, shrink the selected space by 10 pix, then change the layer to the extruded version of the texture, and delete the select area from that layer. The purpose is to ensure there is an overlap so that there isn't a visible seam when you use them in the model.
great tutorial man. i have a question when I do the final step of loading the figure with morph loader pro the figure gets too distorted. what am I doing wrong?
@@Shinteo5 yes. He went crazy apparently that was what you said, I solved it, thanks. Would you give any advice to quickly select the eyes and position them well? because I have problems with selecting them since they are wrongly located
@@chapemos7027 Daz eyes are actually 2 mesh overlapping each other. There is this double ring at the front of the eyes that are easily selected that will select both eye mesh at the same time.
@@Shinteo5 something that I realized is that if I move the eyeballs to correct the position in blender. in when I move the head up and move my eyes sideways up and down in daz the eyes hide deeper. Do you know if there is a solution for this?
hello I managed to import a retouch that I did in wrap with the body of genesis 8 the problem now when I want to use it in daz the model is completely deformed I do not know what is wrong I have done everything the same as you did but it is deformed very badly mesh
@@Shinteo5 Yes, it does, but it's still seriously deformed, I've been trying to solve the problem for a week, but that's where I really stay. Their tutorials are very good, but I don't know what I'm failing at.
Do I need to export the G8 model to obj in Daz by setting it to base resolution level instead of Hi or it does not matter? BTW Thanks for the tutorial...
@@Shinteo5 When i dialed the morph to 100% the G8F model shrank really small and the mesh was distorted into a monster, i've ensure that keep vert order was ticked before exporting...im not sure what to do Edit: nevermind i figured it out...the final export from blender to daz has to be: 100% and keep vert order on
@@Shinteo5 yea thanks for that, i was confused in ur videos cus it had a few different values for importing and exporting but ur method worked flawlessly once i got the settings right!
hello! Kevin, i follow your steps its very clear, but when i try to import in Daz, the head is not there, instead the whole body of g8female base, and i just scaling , where did you get the pcjm preset?
That is an edit to the default, I think. I believe I changed the Reverse Deformation to Yes and the Override existing to Deltas Only. Then save as a preset.
Hey does this method work for chars with weird faces? i.e., I want to convert Baraka. if ur aware of his face, his teeth is quite pronounced compared to a regular human.
It's possible. I converted Mileena, both her MK9 and MK11 version. It's a lot more troublesome though, and you'll need to do a lot of cleaning up and weightmaping fixes, since Baraka's mouth is open by default, and the daz figure is closed, so that means that the rigging would need to be checked. And the mouth has a lot of bones.
Hi, I'm sorry to bother you, but I have a few questions. I have followed this tutorial upwards of 10 times, doing lots of research in between attempts and even trying with different XPS donation models, and I get the same result every time. When I use Morph Loader Pro to bring the morph slider into Daz, the slider seems to do nothing except make my Genesis model super tiny. I thought it may be a scale thing, but I double and triple checked that I've used the exact same numbers you do in the video - that is, 100% - when exporting, minus the last export from Blender when the scale is at 1. I've ensured that "Keep vert order" is always checked. My other question is regarding the Subdivision modifier. Why would we put on a Subdivision modifier, change the mouth (which the modifier causes) and then remove it for the export? Is there a reason for that? It seems counterintuitive and I just would like to understand. I appreciate your time and the tutorial!
The scale can be changed. I got my scale more or less by trial and error, so no need to stick to my settings exactly. You can change it around to suit your setup. By default, the figures in Daz already has a subdivide applied to it. The reason why I do that in blender is to simulate the daz condition and make sure that everything looks right. For example, in many wrap converts, the mouth especially will have a gap if you do not do this step. That's why the focus on this part is the mouth, eyes and ears.
@@Shinteo5 okay, thanks. I think that helps. Do you the the scale is causing the issue with the morph slider making my model teeny tiny or may there be another issue? Everything looks fine before the slider is applied.
It's been a year, but I'm leaving a comment. I'm using a translator, so please understand. Before exporting to the obj file in the last step, the size should be smaller by 0.01 but that's where it's wrong. Export without reducing the size of the object. In other words, export the object in a state that is 100 times larger.
Hello, Master Kelvin) Has some problem: after warp import to daz. All good, but left pupil is oval, not round. Tried to replace eyes from Gen8 in blender, but Geometry did not match. What wrong?
@Shinteo5 I checked and the nodes are the exact same as the ones on the video, it's still the same, I even redo the whole process like 4 times in different orders UPDATE: just loaded a new project as another attempt, followed eveything in the video, and apparently the base head is always chosen to not be blue no matter what
@@baconmangaming7002 The only thing I can think of is that you have the wrong node going into the wrap. I haven't experience your error on my end before, and can't give any advice at this point. Sorry.
I keep getting the error "Polygons on full geometry does not match geometry" would you happen to know how to fix this error? There seems to be no documentation on it at all. Thank you
Check the scale that you import your model in. It should match the output. Example, if you export your daz model at 100%, you should import it at the same. Scale the export down, and you need to import it at a higher scale. So export at 1%, import at 10,000% for example.
I did experiment with it, yes. But since you can use G8 textures and it auto converts, I didn't bother with it anymore. Meshwise they are the same, and it's only the new eyelashes and tear mesh, and the UV that is really different. So workflow wise, it's easier to just use G8 and then apply the same to G8.1 in Daz.
@@Shinteo5 Have to agree the new UV make to much more work, thanks for the pointers Sir,. got a lot to learn BUT had a bit of success www.dropbox.com/s/fmznl0g8h1ckpa0/2021-06-10%2016_21_07-DAZ%20Studio%204.15%20Pro.png?dl=0
16:09 When I put the Select point pairs on the right side of my 3D head model, it puts it on the back of the head and not the corner of the eye. Why is that?
@@Shinteo5 Here's what happened. I deleted the inside of the mouth on the Modern Warfare head that I was trying to wrap to the Daz3D head. I imported one with the inside mouth and it worked.
good explanatory video but I have a problem with a model that has the face separated from the head so the textures are also separated causing that when loading the texture of the face in WRAP 3 the ears are not there. The same happens with the torso that the left part is separated from the right, this model has tattoos so it is still a bit complicated to make the conversion. What could I do to try to convert it?
@@Shinteo5 mmh I get confused with all the options here :( You mean that I put "select polygons" and load the texture to a selected part of the model? because I do not understand loading one by one since it only ends up loading the texture of the head once at the beginning. the model I was trying to convert is "jack from the mass effect game" I found it interesting because of the tattoos design
@@zackredfiel5976 Meaning you load one part of her skin, then save the resulting daz texture. Then load the other and save that. Then combine the two in GIMP
@@Shinteo5 thanks for the reply! so my first project was a success. but in this second one, when I import the geometry of the wrap target model (the one you import at 10:30), when I apply the texture, it's applied on the inside of the mesh, not the outside :O
follwed this like 100 times, using G 8.1 and i cant import to daz its says geomtry has changed, but i followed you perfet i dont know what whats gouing on
@@Shinteo5 hay mate, i got it to work, i just deleted the tears too and then i removed smothing modifier and g8.1 works fine thanks heeps for the tutorial, love your work, i use heaps of your daz ports
Hey Kelvin, love the tutorial. Worked perfectly! I know a way you can better match the skin. If you desaturate both your layers and focus on just the brightness matching first and then apply your color matching with levels technique, your shadows and highlights will match up and there will be less skin that you'll need to blur together. This guy explains how to do that in the first part of his video: ua-cam.com/video/mdTbjgCbIG0/v-deo.html
@@harariri8134 I'm real bad with making videos. The youTube link I posted is my exact process in photoshop. I've never used Gimp before, so if that's your medium then I'm afraid I can't help you
Thank you. This really helped me. I came close, but the last part you did with the replace node really solved it for me.
Glad it helped :)
Answered the questions many 3d model artists are gatekeeping.
Thanks for the guide bro really helpful ❤
Welcome. Glad it's useful to you :)
Dude, you deserve more than thumbs up. You deserve a star :D
Thank you for your tutorials.
Welcome :)
Thank you very much .this is one of the best daz tutorials I've ever seen!
You're welcome.
After 6 hours I finally got it working. Thanks so much.
Glad you got it to work.
Kelvin Jin any chance you can give us a tutorial on how to get non-daz3d clothes on to a genesis 8 model? I haven’t found any good tutorials yet.
@@JoeCab I'll do that the next conversion I have.
one of the only good tutorials for this method. Thanks!
Welcome:)
Great video, thanks for sharing your knowledge, it is really very interesting how you use each of the programs to achieve great quality when transferring the character's face.
Thank you.
Thank you very much for the useful tutorial! ☺️
Welcome :)
Kelvin you are a genius!
I wouldn't say that. I'm still using other people's program after all.
A question can be asked the same process if the texture of a model that improtes xnalara is in a single image, that is, all the texture of the body is in an image of the face and everything.
Yes. Basically the same.
@@Shinteo5 oh thanks now I'm going to try it
Thanks for the great walkthrough. I've managed to take this start to finish for a head morph.
What's your strategy for body morphs for models where they don't have a body underneath their clothing? I'd like to make something I can give out without having to tell people to just use something like Aiko 8's body.
Don't really have one at the moment, but I imagine it'll be something like shrinkwrap in blender or similar. There is an option in shrinkwrap to fit a model from the inside.
Hello, nice tutorial! I have an issue, I tried to wrap a fullbody, and i made it, but when i import it in daz and i select a pose the fingers and arms do weird things, what could be the issue?
Adjust Riggin to shape
@@Shinteo5 How do i do that?
@@virtlersna5414 I'll do another video on that soon.
Thanks for the guide, I've used it a few times now for G8 and it's great! Is the process the same if you want to convert a model to G9?
Basically, yes. There are a few changes need, due to the different UV layout of G9, but it shouldn't be a big issue to figure out if you know how to do G8. I have one livestream on G9 where I was figuring it out. Check that out for reference.
you are a god amongs men
thank you so much for this!
You're welcome.
授人以鱼不如授人以渔啊。Thank you so much!
Welcome :)
Verry good .Thank you my Master.
Welcome :)
thank you so much !
Welcome.
Thank you. I learned so much. But what about the body itself?
In this specific example, the body remains the default G8F. If you have a full body model, then the process is exactly the same. You just need more points on the body as well.
@@Shinteo5 But like most XPS models you just have the hands, feets and so on. How do you handle it?
@@radiantblog In that case, you first go to blender and shape the body as close to the figure you want as possible. Then take it to wrap and convert whichever part is visible. After that go back to blender and clean up the rest.
Thanks a lot for real! I just followed every step and when the moment comes to add the morph into Daz, I get a warning: Geometry did not match. Not sure if I messed up the scales or if the head I wanted to use is just too different in shape to the original. I even had to make the eyeballs bigger, so I don't know...
It would be amazing if you saw my question and could tell me what I'm doing wrong. Thanks a lot!
That means you have somehow edited the daz mesh. You cannot add or change the vert order. Check if you have the smoothing modifier still applied. That's usually the cause when I get that error.
@@Shinteo5 i have the same issue, were do i remove smoothing in daz at export? or import some how
@@DEVIANT... export the figure at base resolution or you will always have that issue.
@@Darth_Bateman thank man figured it out a while back..
Please kindly make a tutorial on how to use wrap track.we shall be glad if you show us that process of tracking
Wrap track?
hi amazing tutorial, thanks a bunch, with some models its a smooth process but with some models I get this warning
"floating geometry should not contain isolated vertices' how do we take care of this problem , please help , thanks
That means you have unconnected mesh
Check things like teeth, eyeballs etc.
08:07 Daz3d - G8F Export
12:19
When I have already loaded the object with the ehca face in morph it appears in preset none and the other option of pjcm preset is not there and that morphs folder does not appear to be able to change the face that I made in wrap
Yes, that is a saved preset I made. The options are mentioned in the video, I believe.
Great Tuturial! I have a question: why do I have two eyes in one position? seems another one is an inner eye with different structure, and seems parts of the eye is invisible in edit mode, like being blocked by something
You mean daz's eye?
the inner one is the actual eye. The outer one is the moisture/tear. It's the layer that makes the eyes shiny.
@@Shinteo5 yeah, and why I have those two parts separated? How can I select both of them to move around? And the eye sockets are seriously deformed, probably because my model has large eyes. How can I solve these issues? And do we have a different tutorial on how to set export obj in blender 3.4, since the interface changed a lot
@@Shinteo5 Oh, I figured out, sorry, newbee for both Daz and Blender. But still the eye socket is really disturbing. And do you have the ear problem? the back ear seems to have a bad shape that cannot wrap in the model, since the g8f model has Rectangular ear in base resolution
@@augustliu3150 The ear I exclude from the wrap, so the hole is retained. I shape the ear over the base model after that in blender.
Love the tut but need some help. No matter what I do importing back into daz from blender ALWAYS exploeds the mesh. The only thing I changed is moved the eyes back a smidge. didn't do anything else, other than that and what you said in the video
If it explodes, then it's the vertex order setting when you export from blender.
@@Shinteo5 Yep that was it, ty, so easy to over look things XD. Now I just need to figure out how to do the color matching you did for the textures in clip studio
@@EmpressofScandanava Can't help with that, sadly. I don't know how to use clip studio
Sorry to bother you, but is it possible to transfer the body texture the same way we transfer the face texture? because using this metod like in the video we don't get the tatoos or other things in the original body texture
You can. Just need to wrap the body to G8.
Managed to get every step of the way, but now my morph squishes the entire base model and rotates it. Could that have to do with the export settings of the OBJ from Blender? I made sure to keep the same vertex order, but is there anything else I need to do to ensure my OBJ properly imports?
Maybe look at the daz importer xyz setting and the scale
Do you know if it's possible to transfer or maintain blender weights of the new head from the old one?
Possible, I think. There is a transfer weight option in Blender. However, I am not familiar with that.
Does wrap3 have some setting for offset, Kelvin? Like when I want to wrap a gloves but dont want it to stick too close to the hand?
Not in wrap3.
There is the shrink wrap modifier in blender you can use for that effect.
Thanks for this wonderful lesson, Kelvin. I managed to transplant the head, the model was created without errors, but an error appears when I try to import the model into "DAZ Studio" - "Warning: Geometry did not match, failed to create morph.". What could it be connected with? Before exporting the model to "WRAP" program, I adjusted the model from DAZ and the desired head to approximately the same size, then exported to OBJ with scale 1.0. After merging the head with the body, I exported the model back to "Blender", removed the eyes from the DAZ model and left the eyes of the original model, whose head was connected to DAZ body. I then applied the "Subdivision Surface" modifier and exported the model to "DAZ Studio" with a scale of 1.0. After which an error began to appear - "Warning: Geometry did not match, failed to create morph." 😥
When you are importing a morph, the polycount must remain the same. You remove the eyes, thus the polycount changed. So the morph cannot be imported. If you want to replace the eyes, do that in daz.
@@Shinteo5 oh thank you very much
@@gigachadpiqueWelcome.
@@Shinteo5 I realized my mistake (DAZ told me that my model had fewer polygons than the standard Genesis 8.1). I removed the mouth in Blender because I didn't know how to select it in WRAP, but after carefully reviewing your steps to create the morph, I redid my work and the morph was successfully imported into DAZ. Using the "+Material" button, I selected the teeth and tongue, then hid them and was able to correctly select the head. You are a wonderful teacher. I was looking for copper, but I found gold (your channel)
@@gigachadpiqueThanks. Glad it's helpful to you.
You shouldn't place the control points everywhere, it'll simply confuse the algorithm and deform some control point areas too much. It'll project the topology perfectly fine with just the eyes being controlled from the left and right corners. You could always add some extra parts to somewhere after projecting for the first time if something looks off, but it really is subjective. For the most part, don't spam them.
Second, don't project the textures before you're finished fixing the projected model in Blender. For example, I noticed the lower lip was broken. If you apply textures before you fix the lips, the textures will look deformed from the broken area. That is if you're using the textures of the original model.
Third, you should select the eye socket as well along with the nostril and the ear canals. It'll get deformed badly if you don't unselect it from the projection process.
Fourth, you can mirror a texture to the other side so that it's perfectly matched with the opposite original texture.
Finally, I've also noticed you should often just replace the whole ear with the default Daz3D ear model, unless you can perfectly match it with your custom model. But don't do it before you've projected the textures. Do it the same way you fix the neck, but just select the ears as well (go to orthographic mode to select both sides). Then manually move the ear to the approximate location of the custom model (there are some great morphs available on Daz which help you with this as well).
Eh, I don't know about the mirror texture thing. How do you do that?
@@Shinteo5 I'm not too familiar with Gimp, but most photo editors these days allow you to mirror a selection to the other side. Select the area you'd want to mirror to the other side, copy it, make a new layer, paste the texture to the new layer and then apply mirror onto the new layer. Then merge both the layers.
@@whazzaaa9915 Ah, You mean in the photo editing software.
Yeah, I have been using that already recently.
what would you do if you were going to wrap an elf head, @Whazzaaa99? The ear will never fit and if I excluded it I cant project the elf ear textures?
Dunno if I agree with unselecting the eye socket. I feel like my wraps are much more accurate as long as both models have eye sockets
Hi ! I left a comment earlier with several questions for you, but it seems to have disappeared. Probably because it had a link. Were you able to see it ? It might be in your spam folder on UA-cam. Thanks again ! :)
Hi,
I am unable to find your previous message at all, and there is nothing in the spam folder as well.
@@Shinteo5 basically, it was about issues with models that I'm having and how some of the conversion process works.
One of the textures of my models will not copy properly and several models do not have bodies and only have heads, hands, and legs. May I send you a private message on Discord ? It will be easier for me to explain visually there as UA-cam doesn't like links to images and eats comments.
@@Mr-x129 Sure.
My discord is Shinteo#3865.
I did all the steps but in daz I don't get the morph option so that the head changes I don't know why
Something wrong with your import then. Have to check the import settings
@@Shinteo5 If I tried it in blender, the object with the face that I modified in warp comes out perfect but when printing it in daz it doesn't appear
Hi ... how we can use the brush to clean up the model imperfections after we replace the neck from the last step ? Before we export the model morphs out ,we may like to clean the model first ....
Clean it in blender, mostly.
@@Shinteo5 Thank you .... Bleander is a cool tool ,but it's another school ..... i watch this tutorial and i was thinking to combine your tutorial with this one ..... Can be a short cut
ua-cam.com/video/r6NXHLL08Fg/v-deo.html
@@romania3dart I don't know Maya, so cannot comment on it.
@@Shinteo5 Hi..... If you will try to see that video from the minute 23:04 after wrapping will be great ...
@@romania3dart I am already using it. If you look at my livestreams, I have that replace setup on every one of them.
Hey what settings did you use in the daz exporter when transferring the base G8F model to blender for lining up the head model around 3:40?
1%, I believe.
@@Shinteo5 thanks for the response. Also around 34:00 when you are moving the lips I have an issue when I select the same vertical, with proportional editing and connected only selected, whenever i drag it it drags the whole model along with it. Is there something I'm missing?
I think it has something to do with the proportional size: yours is at .04 and mine is at 1, but I can't figure out how to change it
Edit: found it!
@@leonelson4038 Glad it worked out for you. Just woke up to see this.
@@Shinteo5 thanks. Also did you ever encounter an error in daz when using the morph loader pro that said "geometry did not match failed to create morph"?
Edit: checked the log and it cited a vertex mismatch count in morph loader
@@leonelson4038 make sure you set the subdivide to zero before exporting from blender
Hello, first thank you for the tutorial, really helpfull, but when i import the morph into daz3d and slide the slider the character turns facing the floor, and when i rotate her and apply some hair or clothes it doesn't fit correctly, what could be the issue? thank you for your time!
ok i've fixed it, the problem was when you said: edit object morph loader pro, in reality i need to use edit figure morph loader pro and it works!
@@NightcoreEye Glad you got it figured out. I have had a number of people with the same issue. Maybe your reply will help them as well.
Really great tutorial thank u :D
Do u know why when i try this step 37:40 when i press ok and move the slider, the Character lay down at 100% and stretches enorm at 0%, do u what i did wrong ?
Ive dont know if this is a good solution but i change the scale to 10000 and it works ^^
@@HimmelBlau081 Yes, it's a scale issue. You have to kinda test what scale works for you. Generally they are in increment of 10s so it's pretty easy to figure out.
Hello, thanks for guide! But dont understand one thing: 9:32 you told need to export with 1% scale, then you import in Wrap and morph big like it is 100% scale, so how to right?)
That is because It is scaled to 1% in blender, so both Daz and Wrap need to scale larger.
Iam sorry but at @44:05 did you select invert and then delete or something? I can't quite catch what you did, sorry.
No need to invert at that point. What I am doing at that point is select the blank space, shrink the selected space by 10 pix, then change the layer to the extruded version of the texture, and delete the select area from that layer.
The purpose is to ensure there is an overlap so that there isn't a visible seam when you use them in the model.
@@Shinteo5 ah I understand it now, much obliged it Kelvin!
@@maituantai9321 Welcome :)
great tutorial man. i have a question when I do the final step of loading the figure with morph loader pro the figure gets too distorted. what am I doing wrong?
Does it go completely crazy? If so, you likely missed importing the model in blender with the 'keep vert order" option.
@@Shinteo5 yes. He went crazy apparently that was what you said, I solved it, thanks. Would you give any advice to quickly select the eyes and position them well?
because I have problems with selecting them since they are wrongly located
@@chapemos7027 Daz eyes are actually 2 mesh overlapping each other. There is this double ring at the front of the eyes that are easily selected that will select both eye mesh at the same time.
@@Shinteo5 something that I realized is that if I move the eyeballs to correct the position in blender. in when I move the head up and move my eyes sideways up and down in daz the eyes hide deeper. Do you know if there is a solution for this?
@@chapemos7027 Easiest I know of is to move the eyes manually. Bone in Daz head
hello I managed to import a retouch that I did in wrap with the body of genesis 8 the problem now when I want to use it in daz the model is completely deformed I do not know what is wrong I have done everything the same as you did but it is deformed very badly mesh
Check your import settings on blender that it has "keep vert order" or something similar.
@@Shinteo5 Yes, it does, but it's still seriously deformed, I've been trying to solve the problem for a week, but that's where I really stay. Their tutorials are very good, but I don't know what I'm failing at.
@@keyd10iori You have a screenshot?
@@Shinteo5 If I have, I have been sending the captures to those who may know but no one has answered me
if you have facebook you can find me as keyd10iori or if you have discord seriously I thank you very much
Do I need to export the G8 model to obj in Daz by setting it to base resolution level instead of Hi or it does not matter? BTW Thanks for the tutorial...
LOL 8:53 Change the bloody model to base lol I imagine and I save two versions lol...
Yes, set to base.
and save that model. You'll need it.
thanks for this tutorial!
Welcome.
@@Shinteo5 When i dialed the morph to 100% the G8F model shrank really small and the mesh was distorted into a monster, i've ensure that keep vert order was ticked before exporting...im not sure what to do
Edit: nevermind i figured it out...the final export from blender to daz has to be: 100% and keep vert order on
@@poochyboi Yes, that's the key to the whole thing. Maintaining the same scale and vert order.
@@Shinteo5 yea thanks for that, i was confused in ur videos cus it had a few different values for importing and exporting but ur method worked flawlessly once i got the settings right!
@@poochyboi Sorry it was confusing. I work in a smaller scale then default, so my values are much larger.
hello! Kevin, i follow your steps its very clear, but when i try to import in Daz, the head is not there, instead the whole body of g8female base, and i just scaling , where did you get the pcjm preset?
That is an edit to the default, I think. I believe I changed the Reverse Deformation to Yes and the Override existing to Deltas Only. Then save as a preset.
@@Shinteo5 I see, thank you Kevin, you have a nice edited models, can you do Mai Shiranui DOA5LR model on Daz 🤗, stay safe bro.
Hey does this method work for chars with weird faces? i.e., I want to convert Baraka. if ur aware of his face, his teeth is quite pronounced compared to a regular human.
It's possible. I converted Mileena, both her MK9 and MK11 version. It's a lot more troublesome though, and you'll need to do a lot of cleaning up and weightmaping fixes, since Baraka's mouth is open by default, and the daz figure is closed, so that means that the rigging would need to be checked. And the mouth has a lot of bones.
@@Shinteo5 sian...
@@Shinteo5 just saw ur mileena live stream...yea i think im good. i'll wait for you to do it one day XD
Hi, I'm sorry to bother you, but I have a few questions. I have followed this tutorial upwards of 10 times, doing lots of research in between attempts and even trying with different XPS donation models, and I get the same result every time. When I use Morph Loader Pro to bring the morph slider into Daz, the slider seems to do nothing except make my Genesis model super tiny. I thought it may be a scale thing, but I double and triple checked that I've used the exact same numbers you do in the video - that is, 100% - when exporting, minus the last export from Blender when the scale is at 1. I've ensured that "Keep vert order" is always checked.
My other question is regarding the Subdivision modifier. Why would we put on a Subdivision modifier, change the mouth (which the modifier causes) and then remove it for the export? Is there a reason for that? It seems counterintuitive and I just would like to understand. I appreciate your time and the tutorial!
The scale can be changed. I got my scale more or less by trial and error, so no need to stick to my settings exactly. You can change it around to suit your setup.
By default, the figures in Daz already has a subdivide applied to it. The reason why I do that in blender is to simulate the daz condition and make sure that everything looks right. For example, in many wrap converts, the mouth especially will have a gap if you do not do this step. That's why the focus on this part is the mouth, eyes and ears.
@@Shinteo5 okay, thanks. I think that helps.
Do you the the scale is causing the issue with the morph slider making my model teeny tiny or may there be another issue? Everything looks fine before the slider is applied.
@@iosefkastrife2845 That is most likely the case. Or maybe a difference in scale between the Daz and Blender model.
It's been a year, but I'm leaving a comment. I'm using a translator, so please understand. Before exporting to the obj file in the last step, the size should be smaller by 0.01 but that's where it's wrong. Export without reducing the size of the object. In other words, export the object in a state that is 100 times larger.
Hi.... How did you open the panel where you can load the notes ??? You did not mention how ... 6:30
Right click.
@@Shinteo5 Thank you ....I did not know that i must purchase this tool firs ....Ha,ha,ha,ha....
Hello, Master Kelvin) Has some problem: after warp import to daz. All good, but left pupil is oval, not round. Tried to replace eyes from Gen8 in blender, but Geometry did not match. What wrong?
Exclude the eyes from the wrap.
I got a problem, at the 18:53 part, the custom head is the one that's blue instead of the default G8 head, I followed everything the video did
Check which nodes are plugged into the wrap node. Switch the order if needed.
@Shinteo5 I checked and the nodes are the exact same as the ones on the video, it's still the same, I even redo the whole process like 4 times in different orders
UPDATE: just loaded a new project as another attempt, followed eveything in the video, and apparently the base head is always chosen to not be blue no matter what
@@baconmangaming7002Is there an error when you run the wrap? is the wrap working?
@@Shinteo5 it lets me compute when the custom head gets chosen to be blue, and I don't see any error messages
@@baconmangaming7002 The only thing I can think of is that you have the wrong node going into the wrap. I haven't experience your error on my end before, and can't give any advice at this point. Sorry.
I keep getting the error "Polygons on full geometry does not match geometry" would you happen to know how to fix this error? There seems to be no documentation on it at all. Thank you
Check if you have changed the geometry. For example, if you have the smoothing modifier active.
My morph scale up and down every time i move my head morph slider
Check the scale that you import your model in. It should match the output.
Example, if you export your daz model at 100%, you should import it at the same. Scale the export down, and you need to import it at a higher scale. So export at 1%, import at 10,000% for example.
I have idea .Can you test soft wrap addon for blender on character.I think it is interesting.Can you test it Show?
Never heard of that software... I'll need to take a look first.
@@Shinteo5 ua-cam.com/video/KwdYLrIrWJ8/v-deo.html
bruh im trying to do rio from spide man and im not having a good time. i also suck at this still lmao
No worries. It'll be natural after a couple (hundred) times. :D
Have you used a Gen 8.1 I'm having problems getting it tp do the new head neck area
I did experiment with it, yes. But since you can use G8 textures and it auto converts, I didn't bother with it anymore. Meshwise they are the same, and it's only the new eyelashes and tear mesh, and the UV that is really different. So workflow wise, it's easier to just use G8 and then apply the same to G8.1 in Daz.
@@Shinteo5 Have to agree the new UV make to much more work, thanks for the pointers Sir,. got a lot to learn BUT had a bit of success www.dropbox.com/s/fmznl0g8h1ckpa0/2021-06-10%2016_21_07-DAZ%20Studio%204.15%20Pro.png?dl=0
@@KiwiHawk-downunder-nz Looks good.
16:09 When I put the Select point pairs on the right side of my 3D head model, it puts it on the back of the head and not the corner of the eye. Why is that?
Might want to rotate the head a little.
@@Shinteo5 Here's what happened. I deleted the inside of the mouth on the Modern Warfare head that I was trying to wrap to the Daz3D head. I imported one with the inside mouth and it worked.
@@JoeCab Another way is to exclude the mouth from the Wrap. That should work as well.
good explanatory video but I have a problem with a model that has the face separated from the head so the textures are also separated causing that when loading the texture of the face in WRAP 3 the ears are not there. The same happens with the torso that the left part is separated from the right, this model has tattoos so it is still a bit complicated to make the conversion. What could I do to try to convert it?
Load the textures one by one and map them to the model, then use GIMP or photoshop to piece them together
@@Shinteo5 mmh I get confused with all the options here :( You mean that I put "select polygons" and load the texture to a selected part of the model? because I do not understand loading one by one since it only ends up loading the texture of the head once at the beginning. the model I was trying to convert is "jack from the mass effect game" I found it interesting because of the tattoos design
@@zackredfiel5976 Meaning you load one part of her skin, then save the resulting daz texture. Then load the other and save that. Then combine the two in GIMP
Around 12:35, the options +Polygroup and -Polygroup on my screen is greyed out
That means the model you imported does not have the polygroups. Check the setting on the export of Daz. Make sure the polygroup setting is ticked.
@@Shinteo5 thanks for the reply!
so my first project was a success. but in this second one, when I import the geometry of the wrap target model (the one you import at 10:30), when I apply the texture, it's applied on the inside of the mesh, not the outside :O
ah nvm, I found out that the normal was inverted. Fixed it now, sorry
@@hoang2312 Glad it worked for you. :)
@@Shinteo5 also, can I DM u in discord or something. I just DM u on pixiv a while ago
follwed this like 100 times, using G 8.1 and i cant import to daz its says geomtry has changed, but i followed you perfet i dont know what whats gouing on
Make a G8 morph first, then use that morph on a G8.1. The geomatry of G8.1 and G8 is different, but the morph can be transferred.
@@Shinteo5 hay mate, i got it to work, i just deleted the tears too and then i removed smothing modifier and g8.1 works fine thanks heeps for the tutorial, love your work, i use heaps of your daz ports
@@DEVIANT... Glad it's useful for you :)
Chales no entiendo bien :c
Hey Kelvin, love the tutorial. Worked perfectly!
I know a way you can better match the skin. If you desaturate both your layers and focus on just the brightness matching first and then apply your color matching with levels technique, your shadows and highlights will match up and there will be less skin that you'll need to blur together.
This guy explains how to do that in the first part of his video: ua-cam.com/video/mdTbjgCbIG0/v-deo.html
Sounds great. Thanks.
@ZigmundZag Can you make a video doing this stuffs? It sound too complicated for my lizard brain :(
@@harariri8134 I'm real bad with making videos. The youTube link I posted is my exact process in photoshop.
I've never used Gimp before, so if that's your medium then I'm afraid I can't help you
Great video. But dude you should really clear your browser history or search history before making this video. LOL
?
@@Shinteo5 2:22. BTW, I just tried your method today, worked like a charm! Thank you so much.
@@ghostfolk988 Welcome. Glad it worked for you. :)