ITF开发套件,适用于Genesis 8女性角色模型
安装完成后,您将在“人物”-> “Genesis 8女性”-> “ITF开发套件”下找到ITF开发套件文件夹。 1. 加载G8F基础模型,在子分割级别1上加载Genesis 8女性,并使用我用于测试渲染的灰色Iray着色器。睫毛已被移除,最大子分割级别已解锁至4级。 2. 应用G8F纹理姿势,这是一个自定义姿势,便于进行纹理处理。手指和脚趾被分开并伸直,腿部被分开以便更好地操作,手臂被抬起并伸直。我通常会分别为眼睛和嘴巴进行纹理处理,因此嘴巴部分半开,以减少与完全张开嘴巴相比的纹理失真,但仍能让您获得并纹理化嘴唇。眼睛也大部分闭合,以便更好地操作眼睑。若处理更极端的角色变形,可能需要在“当前使用”下调整参数来微调眼睛和嘴巴的开合度。 3. 爆炸眼睛和牙齿是一个自定义变形,将眼睛和牙齿几何体向左移动到Genesis 8女性头部之外。巩膜、瞳孔和虹膜已与角膜和眼泪分离。牙齿已对齐并分散,以便在纹理处理时更容易操作。此变形还可用于提取纹理贴图,因为它减少了网格的重叠区域。 4. 零姿势和变形仅按说明操作:恢复默认的Genesis 8女性姿势,并移除爆炸眼睛和牙齿变形。 5. 设置SubD零、一和四是一键选项,可根据需要设置所需的子分割级别,无需深入参数设置。 6. 单一UV贴图是一个自定义UV集,将所有UV外壳移动到一个不重叠的布局中。它针对纹理绘制和烘焙进行了优化,适用于不支持多个UDIM贴图的应用程序。通常,我会分别为眼睛和嘴巴进行纹理处理,因此这些部分的UV已缩小并放置在躯干和腿部UV的空白区域。如果使用此UV集,可以将创建的纹理裁剪为4个相等的方形纹理,使其与默认的基础女性UV集兼容。 7. 皮肤UDIM UV与单一UV贴图类似,眼睛和嘴巴UV已缩小并放置在躯干UV的空白区域。但面部、躯干、腿部和手臂UV并非位于单个UDIM贴图位置。此布局是我在Mudbox中工作的首选,因为它支持全UDIM纹理绘制和烘焙。使用此UV集的纹理无需进行任何修改即可与默认的基础女性UV集兼容,但如果您愿意,可以绘制出眼睛和嘴巴的纹理。 8. 单一UV贴图均匀密度是一个自定义UV集,将所有UV外壳移动到一个不重叠的UV贴图,同时缩放各部分以确保表面上的像素密度均匀。这在投影全身照片或提取纹理贴图以减少因UV比例差异导致的接缝问题(例如,面部和躯干纹理之间的像素大小差异)时特别有用。此UV集的缺点是,如果您希望使纹理与基础女性UV集兼容,则需要对纹理进行投影,这可能会导致保真度降低。如果您的硬件可以处理,我建议使用此UV集时烘焙16K贴图。 9. 基础女性UV简单地恢复默认的Genesis 8基础男性UV集。 10. 导出基础OBJ将所选图形更改为0分辨率和0子分割,并提示保存OBJ文件的位置。所使用的设置专为导入Mudbox和Maya而设计,但可能适用于其他应用程序。 11. 导出SubD OBJ以当前设置的分辨率和子分割级别导出所选图形。同样,它会提示保存位置,并使用与之前相同的设置。 12. 头部、眼睛、耳朵和嘴巴DFormers加载预设的加权映射D-Formers。这些主要用于导入变形,以定义哪些部分进行变形或不变形。头部D-Former具有柔和的衰减,可用于将头部和身体变形分为独立部分。眼睛D-Former可用于确保导入的变形不会影响眼睛。此处没有衰减,因此只有眼睛几何体受到影响,而眼窝仍在变形中。耳朵D-Former具有柔和的衰减,嘴
Once installed, you will find the ITF Dev Kit folder under People -> Genesis 8 Female -> ITF Dev Kit. 1. Load G8F Basic loads Genesis 8 Female at Subdivision Level 1 with a grey Iray shader I use for test renders. The eyelashes have been removed and the Maximum Subdivision Level has been unlocked to level 4. 2. Apply G8F Texturing Pose is a custom pose to allow for easier texturing. The fingers and toes have been spread apart and straightened, the legs are spread apart for increased access and the arms have been raised and straightened. I tend to texture the eyes and mouth separately, so the mouth is partially opened to reduce texture distortion when compared to having the mouth fully open but still allowing you to get and and texture the lips. The eyes are also mostly closed to give better access to the eyelids. You may need to make some adjustments when working with more extreme character morphs, so just go to Currently Used under parameters to tweak the eye and mouth opening. 3. Explode Eyes and Teeth is a custom morph that moves the eye and teeth geometry out to the left of Genesis 8 Females head. The sclera, pupil and iris have been separated from the cornea and eye moisture. The teeth have been aligned and spread out for easier access during texturing. This morph is also useful for extracting texture maps because it reduces overlapping areas of the mesh. 4. Zero Pose and Morph simply does as stated: it restores the default Genesis 8 Female pose and removes the Explode Eyes and Teeth Morph. 5. Set SubD Zero, One and Four are one click options to set your desired Subdivision level without having to drill into the Parameters. 6. Single UV Tile is a custom UV set that moves all the UV shells into a single non-overlapping layout. It is optimized for texture painting and baking in applications that don't support multiple UDIM tiles. Again, I usually texture the eyes and mouth separately so the UV's for those parts have been scaled down and placed into blank areas of the Torso and Legs UV's. If you use this UV set, you can convert the created textures to be compatible with the default Base Female UV Set by cropping them into 4 equal square textures. 7. Skin UDIM UV is similar to the Single UV Tile in that the eye and mouth uv's have been scaled down and placed into blank areas of the Torso UV's. But instead of the UV's being on a single tile, the Face, Torso, Legs and Arms UV's are still in their original UDIM tile locations. This layout is my preference when working in Mudbox because it supports full UDIM texture painting and baking. Nothing needs to be done to the textures using this UV set to be compatible with the default Base Female UV's, but you can paint out the eye and mouth textures if you'd like. 8. Single UV Tile Even Density is a custom UV set that moves all the UV shells into a single non-overlapping uv tile while scaling the parts to ensure even pixel density across the surface. This is especially useful when projecting full body photographs or extracting texture maps to reduce seams due to differences in UV scale. For example, the difference in pixel size between the face and torso textures. This UV set is also good for using tileable or procedural textures with consistent detail resolution across the mesh. The downside to this UV Set is that if you want to make the textures compatible with the Base Female UV Set you will need to project the textures which can result in a loss of fidelity. I'd recommend baking 16K maps if your hardware can handle it when using this UV Set. 9. Base Female UV simply restores the default Genesis 8 Base Male UV Set. 10. Export Base OBJ changes the selected figure to Base Resolution 0 and SubD 0 and prompts for a location to save an OBJ file. The settings used are designed for exporting to Mudbox and Maya, but may work with others. 11. Export SubD OBJ exports the selected figure at the currently set Resolution and SubD Level. Again, it prompts for the save location and uses the same settings as before. 12. Head, Eyes, Ears and Mouth DFormers load preset weight-mapped D-Formers. These are mostly used when importing morphs to define which parts get morphed or not. The Head D-Former has a soft falloff and can be used to split head and body morphs into separate parts. The Eyes D-Former can be used to ensure the eyes aren't affect by imported morphs. This has no falloff, so only the eye geometry is affected while the eye socket is still morphed. The Ears D-Former has a soft falloff, and the Mouth and Teeth D-Former also has a slight falloff for a smoother blend between the mouth and lips. By default, the imported morphs will be applied to the selected area. To prevent morphs from being applied to the D-Former selection, just set the Strength to minus one in the Attenuate By options.