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

Guides Blender 3.2+ Texture Conversion Templates (G3F/G8F 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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