It works ok with same gen head/body combos.
My work around may be lengthy and might not match perfect, but its close enough that only someone looking for the problem would see it.
@Swooop, I am pretty fluent in PS. I don't know it all but I'm versed. I have used that method (increasing the canvass to 1024/1024) on bodysuit cloth to get a proper alignment and color.
I was hoping that a hue/sat/brightness/tone combination could be saved to the body, that could then be used as a base, that would match correctly when a new head was applied.
For instance:
Multiple adjustments to PR5 female to match G3 violet.
Save the character, save the upper/lower/hands/shoes skin iMtl.
New project - load the saved character, load G3 trinity head - Boom skin matches.
-or- load upper/lower/ hand/feet/ Boom, skin matches.
-without having to edit the texture EVERY TIME.
@Animagic,
The area around the neck (G5 characters at least) almost looks like road rash. It's not smooth at all.i thought that correcting the rough texture around the neck would help but it actually makes the line more defined and visible.
My fix for a G5 head -> PR5 body is
Remove grey ambient from the skin of the body.
Load each skin file into PS. Adjust color/lighten * 1
Load the G5 face texture
Use color picker on a dark tone of the upper skin
Add a solid color fill layer to the face (the one you picked)
Change the fill layer to multiply, use 45 opacity
Then add a significant noise filter and blur the solid layer.
I did notice that the "affect all materials" button would ever so slightly adjust the other textures. But it still doesn't match. When I use my method of matching the tone, if I use "affect all mats", the upper skin will match, but there will be a defined line where the upper and lower meet.
