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Genesis 3 for Maya – Now Available!

September 2, 2018 Leave a comment

Well it’s official, Genesis 3 for Maya is now available! Actually it’s been available for about a week now. Apparently I’m late to my own party… What can I say, I have a lot of stuff going…

Genesis 3 for Maya

Currently only available in my Gumroad store: https://gumroad.com/l/g3_for_maya/intro10off

Genesis 3 for Maya has all the same great features as Genesis 8 for Maya and fully supports all the Daz Original Core characters.

The features include:

  • Configures Joint Controlled Morphs (JCMs) for all Daz 3D Original Core characters, both male and females (JCMs clean up ugly joint deformations beyond what is capable with just weight maps).
  • Only exports the JCMs that the character uses, not all the JCMs.
  • Organizes the Shape Editor, so you don’t have to dig through all the JCMs to find your morphs, expression, and pose controls.
  • Export morphs, pose controls, and expressions out with your character by simply setting them as favorites In Daz Studio before running the export script.
  • Works with geo-grafts including anatomical elements (minimal manual setup required, I have a video in the manual showing how).
  • Sets up the figure with HumanIK in Maya.
  • Has HumanIK definitions for both MotionBuilder and “roll leaf” joint definitions available in Maya 2016 Extension 1+.
  • Provides renaming options to keep a clean scene and make it easier to set up shaders for Maya.
  • Compatible with Maya 2016+

See what other people have to say about the time saving and animation improving results this product has to offer in the comments of the Genesis 8 for Maya intro video (this Genesis 3 version has all the same great features).

For more information see the Genesis 8 for Maya Manual (Genesis 3 for Maya works the same way except with Genesis 3 instead of Genesis 8).

There will be a Genesis 3 for Maya!

August 19, 2018 11 comments

UPDATE: Now available! Check it out in my Gumroad store:
https://gumroad.com/l/g3_for_maya/intro10off

I’m excited to announce that there will be a Genesis 3 for Maya!

As Daz3D is not interested in brokering it (because it doesn’t support the latest generation figures), it will only be available through my channels.

I’ve already started on getting it together and should have it available within the next few days.

It will have all the same great features as Genesis 8 for Maya and I will maintain both of them together.

Stay tuned.

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Genesis 8 for Maya 1.10 Update Coming Soon – Important Update Notes

August 7, 2018 Leave a comment

I recently submitted an update for Genesis 8 for Maya that should be released sometime soon and wanted to go over some of the important changes.

Added Set Driven Keys for the eyelid joints surrounding the eyeballs.

Prior to this change when rotating the eyeballs they would commonly poke through the eyelids. The new functionality also more closely mimics that of Daz Studio. There is also a limitation with Daz Studio’s FBX export that it does not export out the negative affect of morphs and pose controls. Therefore, the “Eyes Side-Side” and “Eyes Up-Down” would only move the eyes and eyelids in one direction. I feel this is a good solution to the problem. If this change negatively affects using your mocap systems, the connections to the eyelid joints can be broken to remove the effects of the “Set Driven Keys.”

“Smooth Mesh Preview” with “Preview Division Levels” set to 2 and “Use Preview Level for Rendering” will now be turned on automatically inside Maya for both the figure mesh and eyelashes (if they were exported).

With most render engines this change should make the mesh less faceted and look better when rendered.

Genesis 8 will now be exported out of Daz Studio at the “Base Resolution” level.

I recently learned that even though FBX export always exports the mesh with the same number of polygons of that of the base resolution mesh, if the resolution level isn’t set to base before export the mesh is smoothed a little bit and doesn’t look good when subdivided inside Maya. This should also make it easier if you decide to create any extra blend shapes for your figure.

Added an option to select an alternate HumanIK definition that is compatible with MotionBuilder when importing the figure into Maya.

The original HumanIK definition isn’t compatible with MotionBuilder 2018 and would need to be re-defined if you sent the scene to MotionBuilder. The difference between the two definitions is that the arm and leg roll joints get defined as “roll” joints for the MotionBuilder HumanIK definition and required slightly different arm rotations. With the original definition they get defined as “roll leaf” joints.

I don’t know all the implications of using one definition over the other. If you use motion capture I would suggest trying both and see what one produces better results. Please let me and everyone else know in the comments below. Please note when sending a scene to MotionBuilder (MB) that it doesn’t support “Set Driven Keys” and the JCM functionality of Genesis 8 for Maya will be lost. Also, after sending the scene to MB some blend shapes get turned on inside of MB and the mesh may appear distorted. Either turn off the influence of the blendshapes inside MB or delete the blend shapes from the scene in Maya before sending it to MB.

Added full support for Mabel 8 and Teen Kaylee 8.

I hope you find these updates an improvement, please provide any feedback in the comments below.

Thanks!

Genesis 3 for Maya?

June 29, 2018 Leave a comment

UPDATE: Now available! Check it out in my Gumroad store:
https://gumroad.com/l/g3_for_maya/intro10off

After releasing my latest product Genesis 8 for Maya, I’ve gotten quite a few requests for a Genesis 3 version.

I can definitely create a Genesis 3 version, but due to the difference in their default pose I would have to re-figure out all the rotation values for their JCMs and update the code for all of them accordingly. I would need to address differences in character names and in the naming conventions that the different artists use when naming their JCMs. And, I would have to squash any bugs that may arise, which somehow they always seem to arise…

While that may not sound like much, defining the JCMs for Maya is the bulk of my code. For each character there’s about 200 lines of code for the JCMs. I like to be thorough and support all the Daz Original core characters, so multiple that by 10+ females and 10+ males and I’m sure you can imagine how the work load starts to add up.

I’ve spoken with Daz and at this time they’re not interested in brokering a Genesis 3 version. So, I’m trying to figure out how I can support Genesis 3 without taking a personal financial loss. I would like to say that Genesis 8 for Maya did so well it would cover the time required to add support for Genesis 3, but the truth is, while I feel it did okay, at this point for the amount of time I put into it I’m not even sure I made it to minimum wage. 🙁

With that being said I wanted to turn to the community for advice. Please check out the survey below:

The survey period has ended and this survey is now closed.

If you have any other suggestions, ideas, questions or concerns please leave them in the comments below.

P.S.
Please share this post with as many people as possible, or at least anyone that you think might be interested in a Genesis 3 for Maya. If we’re going to make this happen we may need as much community support as possible.

Thank you!

She-Hulk Iray

June 18, 2018 Leave a comment

Parameters Tab
She-Hulk Iray Parameters
Genesis 8 Female Body Morphs Muscularity Morphs for Genesis 8 Female(s) Shape Shift for Genesis 8 Female(s) Genesis 8 Female Body Morphs Muscularity Morphs for Genesis 8 Female(s) Alexandra 8 Charlotte 8 FW Marieke HD for Charlotte 8 Genesis 8 Female Body Morphs Charlotte 8 FW Marieke HD for Charlotte 8 Shape Shift for Genesis 8 Female(s) FW Marieke HD for Charlotte 8 Genesis 8 Female Body Morphs Muscularity Morphs for Genesis 8 Female(s) Shape Shift for Genesis 8 Female(s)

Let me know what you think!

Total Rendering Time: 4 minutes 24.88 seconds. 95.09% of image converged.

Software used for scene compilation: Daz Studio 4.9.
Rendered with NVIDIA Iray.
Compositing done with Adobe Photoshop

Image Credits:

Daz Studio: Rigging Custom Characters – Adjust Rigging to Shape

December 5, 2017 2 comments

In this video I show how to quickly and easily rig custom sculpted characters using Daz Studio’s Adjust Rigging to shape tool. You can also use this technique to adjust rigging for morphs as well.

Skill Level: Intermediate/Advanced

Stella – The Sexy Teacher

November 3, 2017 1 comment

Stella The Sexy Teacher

This is another image of Stella, a character I sculpted from G8F with Imogen’s skin textures.

Stella is a school teacher for a comic project I was commissioned to create a couple characters for. The comic probably won’t launch for a few months still, but I got permission to show Stella off a little bit.

Let me know what you think!

Total Rendering Time: Around 20 minutes. 95% of image converged.

Software used for scene compilation: Daz Studio 4.9.
Rendered with NVIDIA Iray.
Sculpting done with ZBrush 4R7

Image Credits:

Daz Studio: Mastering the Fundamentals of Iray Lighting and Rendering Webinar Released!

October 23, 2017 2 comments

Mastering the Fundamentals of Iray Lighting and Rendering

My first webinar, Daz Studio: Mastering the Fundamentals of Iray Lighting and Rendering was just released recently!

I’m extra excited about it’s release because it’s my first ever webinar! Plus, I snuck in a few treasures I discovered recently like render canvases and how to improve viewport performance with the NVIDIA Iray drawstyle by setting it up so it doesn’t have to reload the textures every time you make an adjustment!

So, if you weren’t able to join the live session you can now purchase the recorded version!

For more information and to see what all I cover check out the product description in my store.

Thanks for checking it out!

DAZ Studio Quick Tips: Editing/Fixing Morphs – How to Remove Unwanted Vertices From Morphs

October 23, 2017 Leave a comment

In this video I show how to remove vertices from a morphs influence. This can be useful if you want to break a morph in separate individual morphs by body part, accidentally tweak a part of an object you didn’t mean to, or to break a full body morph into separate head and body morphs.

Skill Level: Intermediate/Advanced

Shared Beauty

October 11, 2017 Leave a comment

Shared Beauty

It seems like it’s been a minute since my last leisurely render. I’m looking forward to doing more soon.

I’m super excited, this image features my latest commissioned custom sculpted character “Stella” who is on the right. She is supposed to be Latina, does she look like it? I’m not at liberty to reveal all the details yet, but Stella is one of two characters I was commissioned to sculpt for an upcoming comic project. I won’t be creating custom skin textures for them, but Imogen’s skin textures seem to be a good fit for her.

The left hand character is Kaira with Samira’s skin.

Let me know what you think!

Total Rendering Time: Around 20 minutes. 95% of image converged.

Software used for scene compilation: Daz Studio 4.9.
Rendered with NVIDIA Iray.
Sculpting done with ZBrush 4R7

Image Credits: