Making a Ratu bodysuit inside Daz (should work for any critter)
Posted: Thu Sep 26, 2024 5:24 am
Load Ratu, in parameters switch resolution to base / sub to 0, then switch veiwport to wire shaded.
Now we need to remove the head / wings / feet to get the bodysuit.
Select geometry editor, then starting at the neck, select 2 polys next to each other. (make sure you choose a spot where they make a circle)
Right click > geometry selection > select loop
Right click > geometry editing > delete selected
Now that the head is separate, select any poly on the head
right click > geometry selection > select connected
Right click > geometry editing > delete selected
Repeat this for teeth / tongue / eyes (you can do them all at the same time, just select one poly from each (using control + click) then select connected).
Now it's time to repeat the process for wings / feet. For the wing membrane, just select one poly and select connected > delete.
Once this extremely boring part is done, you'll have a bodysuit.
Export it as obj, name it Ratu Bodysuit (make sure scale is set to 100% ).
Hide the bodysuit in scene and import the obj, just to make sure it exported correctly. If it's good, then delete everything and start a new scene.
Load Ratu, then import the obj.
Time to make the bodysuit fit. Select the bodysuit
Edit > figure > geometry > add smoothing modifier.
Then in bodysuit parameters, select Ratu as collision item (increase the smoothing iterations if needed, until there's no more pokethrough)
Now it's time to export the fitted bodysuit as obj again.
Select only the bodysuit in the scene tab, export as obj, name it Ratu Bodysuit Fitted, then tick filter objects / accept. (this is to export only the bodysuit, not Ratu as well.
Hide Ratu and the bodysuit, and import the new one to check if everything worked. If the bodysuit imports correctly, unhide Ratu and it should now fit.
Now it's time to make the material zones. Clear the scene, the import the fitted obj.
We'll separate it into 2 material zones, top / pants, but you can use this process to make as many material zones as you like.
Select the geometry editor, then with the bodysuit selected in scene, right click > geometry assignment > create surface and name it top.
Now switch viewport to wire shaded again, then choose where you want to separate the top from pants.
I don't have an quick selection trick, easiest would be to switch to marquee selection (right click > selection mode > marquee), then select all polys that will be part of the top.
Once they're selected, right click > geometry assignment > assign to surface > top. Check if it worked with surface selection tool, you should now have two zones on the bodysuit.
If everything is fine, load Ratu in the scene.
Edit > figure > transfer utility
Select ratu as source and the bodysuit as target. Show options and tick add smoothing modifier too. Then accept.
Now if you try a pose, the bodysuit should follow too.
Now save it as a support asset / figure prop.
You can use this technique to make bodysuits for anything.
Now we need to remove the head / wings / feet to get the bodysuit.
Select geometry editor, then starting at the neck, select 2 polys next to each other. (make sure you choose a spot where they make a circle)
Right click > geometry selection > select loop
Right click > geometry editing > delete selected
Now that the head is separate, select any poly on the head
right click > geometry selection > select connected
Right click > geometry editing > delete selected
Repeat this for teeth / tongue / eyes (you can do them all at the same time, just select one poly from each (using control + click) then select connected).
Now it's time to repeat the process for wings / feet. For the wing membrane, just select one poly and select connected > delete.
Once this extremely boring part is done, you'll have a bodysuit.
Export it as obj, name it Ratu Bodysuit (make sure scale is set to 100% ).
Hide the bodysuit in scene and import the obj, just to make sure it exported correctly. If it's good, then delete everything and start a new scene.
Load Ratu, then import the obj.
Time to make the bodysuit fit. Select the bodysuit
Edit > figure > geometry > add smoothing modifier.
Then in bodysuit parameters, select Ratu as collision item (increase the smoothing iterations if needed, until there's no more pokethrough)
Now it's time to export the fitted bodysuit as obj again.
Select only the bodysuit in the scene tab, export as obj, name it Ratu Bodysuit Fitted, then tick filter objects / accept. (this is to export only the bodysuit, not Ratu as well.
Hide Ratu and the bodysuit, and import the new one to check if everything worked. If the bodysuit imports correctly, unhide Ratu and it should now fit.
Now it's time to make the material zones. Clear the scene, the import the fitted obj.
We'll separate it into 2 material zones, top / pants, but you can use this process to make as many material zones as you like.
Select the geometry editor, then with the bodysuit selected in scene, right click > geometry assignment > create surface and name it top.
Now switch viewport to wire shaded again, then choose where you want to separate the top from pants.
I don't have an quick selection trick, easiest would be to switch to marquee selection (right click > selection mode > marquee), then select all polys that will be part of the top.
Once they're selected, right click > geometry assignment > assign to surface > top. Check if it worked with surface selection tool, you should now have two zones on the bodysuit.
If everything is fine, load Ratu in the scene.
Edit > figure > transfer utility
Select ratu as source and the bodysuit as target. Show options and tick add smoothing modifier too. Then accept.
Now if you try a pose, the bodysuit should follow too.
Now save it as a support asset / figure prop.
You can use this technique to make bodysuits for anything.