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Transformer: Daz to CC3+ texture cuts and weird lips bug

Posted By Necka 3 Years Ago
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Transformer: Daz to CC3+ texture cuts and weird lips bug

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Necka
Necka
Posted 3 Years Ago
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Hello,

I'm having a weird issue with some G8 Male characters imported from Daz. Using transformer in Advanced mode (baking textures) and having properly disable Embed textures/Collect textures to folder in the export settings from Daz (FBX 2012)

The character here is Hal Genesis 8 Male
As you can see there are 2 problems:
1: we can see the UV Cuts (in red)
2: The lips have those weird deformation. Even though if I go into modify mesh with mouth open, they don't appear





Kelleytoons
Kelleytoons
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Hal is too new a release for me to have (I wait a month as a rule) so if you have even a slightly older character I can try and see what's happening.

My only response now would be to make sure you are importing at 4K (since you're importing all the textures over).



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Necka
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Kelleytoons (4/25/2021)
Hal is too new a release for me to have (I wait a month as a rule) so if you have even a slightly older character I can try and see what's happening.

My only response now would be to make sure you are importing at 4K (since you're importing all the textures over).


Hi Kelley, thank you for your answer, yes I had the issue with another character but I can't recall which one.. I'll check

I did find that the displacement map is causing the main lips issue

 but when I remove it then the cuts on body are worse:




But, and hopefully a good "but"... I did not import at 4k but 2k. As it takes a long time to convert I'll try soon and see if it improves

edit: I'm stupid. when sending this message I realized that the cuts are worse because there is a displacement map on the rest of the body too.

I wonder what this does.. what do I lost by removing this height map
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3 Years Ago by Necka
Necka
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So, I checked in the Daz surfaces and the textures marked as Heightmap were used in the Bump slot..
So I decided to use the importer ini file and declare those as bump map instead of displacement. It looks good so far




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