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Blender 3.2+ Texture Conversion Templates (G3F/G8F/G9 to G2F) or (G2F to G8F)

Guides Blender 3.2+ Texture Conversion Templates (G3F/G8F/G9 to G2F) or (G2F to G8F)

MrGiggly

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MrGiggly submitted a new resource:

Blender 3.2+ Texture Conversion Template (G3F/G8F to G2F) - Converts G3F/G8F to G2F, including genitals (requires some minor additional photoshop/gimp work)

Blender texture conversion template (Version 2)

An updated version of my original texture converter template moved to Blender 3.2+ to support the current GUI

This blender template can be used to convert G3F or G8F textures that you own to G2F for personal use.

- It will convert Diffuse, Normal, Spec and Gloss if they are included in your original texture set.
- It will also prepare a genitals texture (which needs to be finished off in photoshop or gimp).

A user guide is...

Read more about this resource...
 
For anyone who is interested in setting up their own bake templates for other variants or simply baking in general these two vids really helped me get things up and running.


Key elements for setting up are creating accurate clones as they need to be 1:1 between generations. Daz clones only get you so close, especially when you start posing them as we need to for eyes closed, mouth open, etc as the joint controls differ.

I clone and pose them in daz first, take them into Blender to remove what we don't need (eyes, mouth, etc) then run them through wrap to get them as close as physically possible.

Exporting from daz as HD (subdiv of 1) rather than base models produces way better results as wrap has more to work with.

It's also important to create a good tight cage, tweaking where necessary to ensure it fully encapsulates the models - if you watch the vids you'll understand what this part does.
 
MrGiggly updated Blender 3.2+ Texture Conversion Templates (G3F/G8F to G2F) or (G2F to G8F) with a new update entry:

Additional Template added

An additional template has been added - available via the download link to allow conversion from G2F to G8F

Whilst we still don't have final confirmation on what VAM2 will support, this is a pre-empt to allow conversion.

It can be used in conjunction with Chokaphi's excellent Daz Generations blender template and VAM to Daz tool for a full conversion of morphs and textures

View attachment 423875

Read the rest of this update entry...
 
The updated version is extremely helpfull, thank you so much for this MrGiggly!!
Even though I am an complete blender noob, the tutorial steps were very straightforward and fool proof!

I do have a question however, I attempted to convert some daz Gen8 "makeup" texture layers, but as it turns out, the materials output you set up makes it so that any alpha/transparancy within the source images gets converted into black.

While for makeup layers like lips, this is not an issue as i can simply remove the black again from the facial export and add the alpha back in, however when it comes to things like blush layers that heavily depend on the alpha channel, or some eye shadow makeups the black fill becomes very problematic to remove again.

What I trying to figure out is where exactly within the blender/material/node settings (I have no clue where to look), I can change the default behaviour of the bake, auto filling alpha with black, and simply let it remain alpha/transparent.
Or, a way to change to autofill from black to lets say chroma key green incase alpha is impossible.
 
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The updated version is extremely helpfull, thank you so much for this MrGiggly!!
Even though I am an complete blender noob, the tutorial steps were very straightforward and fool proof!

I do have a question however, I attempted to convert some daz Gen8 "makeup" texture layers, but as it turns out, the materials output you set up makes it so that any alpha/transparancy within the source images gets converted into black.

While for makeup layers like lips, this is not an issue as i can simply remove the black again from the facial export and add the alpha back in, however when it comes to things like blush layers that heavily depend on the alpha channel, or some eye shadow makeups the black fill becomes very problematic to remove again.

What I trying to figure out is where exactly within the blender/material/node settings (I have no clue where to look), I can change the default behaviour of the bake, auto filling alpha with black, and simply let it remain alpha/transparent.
Or, a way to change to autofill from black to lets say chroma key green incase alpha is impossible.
Hi
1: Select your source model
2: On the material tab, select your first material slot
3: Change the surface to 'Principled BSDF'
4: In the shader editor window click 'Add' then select 'Texture' then 'Image Texture'
5/6: Connect the Diffuse and Alpha channels

Note: You'll also need to select your source image again for the image node (either click the folder icon or the browse image dropdown if you've already opened it (blue arrows below)

In the example below I created a dummy blank texture and assigned it to all of the other material slots

1732048761823.png
 
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Thank you very much for your guide. I have the normal textures, and how would I use this method to transfer them from G8 to G2?.Thank you for your time.
 
Thank you very much for your guide. I have the normal textures, and how would I use this method to transfer them from G8 to G2?.Thank you for your time.
Just load the normal textures instead of diffuse and bake them the same.
You can do this for diffuse, normal, spec or gloss if you have them.

Note that you will need to make some corrections to your baked normals in photoshop/gimp
 
Just load the normal textures instead of diffuse and bake them the same.
You can do this for diffuse, normal, spec or gloss if you have them.

Note that you will need to make some corrections to your baked normals in photoshop/gimp
and how to transfer textures g9 to g2? please add figure g9 to your last guide as in your screenshot above.
 
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thank you very much for adding g9! I also wanted to ask you how to make a transparent figure like in the screenshot above, so that you can apply semi-transparent textures like makeup? or could you add such a figure to the template?
See post #5 further up this page on how to set up for transparent textures.
 
Tried the G9 template a couple times now with multiple source textures but it appears that the resulting torso texture places the areola/nipples slightly too low on the G2 torso. (It becomes instantly apparent when the textures are applied to a model with big breasts)

I tried the same G9 source textures with the older blender template (For blender 2.79b) and the nipples were baked on the correct position which confirms to me that the source texture are not at fault.

I'm a bit confused if this is user error on my part or if the G9 "cage" is slightly offset (I had zero issues like these with your G3/G8 template over 50+ conversions)
 
Tried the G9 template a couple times now with multiple source textures but it appears that the resulting torso texture places the areola/nipples slightly too low on the G2 torso. (It becomes instantly apparent when the textures are applied to a model with big breasts)

I tried the same G9 source textures with the older blender template (For blender 2.79b) and the nipples were baked on the correct position which confirms to me that the source texture are not at fault.

I'm a bit confused if this is user error on my part or if the G9 "cage" is slightly offset (I had zero issues like these with your G3/G8 template over 50+ conversions)
Hi
Thanks for pointing it out. Should be fixed now if you want to download the G9 template again.

G9 doesn't include nips or navel, so the original wrap I created needed further adjustments to line these up.

My mistake and I uploaded an older non corrected version - forget that I'd made the changes in Blender 4.2 which breaks the template for older blender versions :(
 
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