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The Map Transfer utility in DAZ Studio 4.5 Pro is used to convert textures from one UV to another.  In this instance I will use the example of converting M4 textures to the M5 genitalia UV, since that's what I've been using it for recently.  I've used this to create M5 gens from the m4 textures I did for all of my character packs as well as to convert M4 Albane's gen textures for M5 use.

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You will need:

The M4V4 UV Mapped M5 Gens (here: sites.google.com/site/crblackt…  )
The M5 Gens from DAZ3D (we won't be using them directly, but you have to have them to use the above)
The GIMP or Photoshop, for cleanup.  Instructions will be for the GIMP.

OR if doing this with another figure: You need the figure to have BOTH the original UV you're converting FROM and the new one you're converting TO.  So if you're using Genesis, you probably can convert Gen 4 to Gen 5 UVs, but not Gen 3 to Gen 4/5 (unless you know of a Gen 3 UV for Genesis set I'm unaware of, in which case, PLEASE comment 'cause I want some M3 body textures on my M5/D5, oh yes I do).  You should be able to use this to interconvert M4 and V4, too, since they can easily load one another's UVs in DS.

In the present case, apply your body preset (not the gens, the body) to the M4V4 mapped V5 gens.  You will see it show up only on the hip area.  You need this because the M5 gens need to cover the hip material partially and the M4 ones don't, so we have to get that from the torso texture.

Go to the Surfaces tab in DS4.5, or create one from Windows--Tabs.  Select the 2_SkinGenitalia material.  You will need to navigate to the  location of these textures manually.  A shortcut is to copy the 2_SkinHip material and paste it into the genitalia material's channel, then go to the diffuse and bump (and any other maps) and click on their dropdowns.  This should take you right to the folder the main body texture was in, which is where the gens hopefully are, too.

These may not look right.  The gens tend to reset them to the default UV (viz., the M5 one).  Go to the dropdown and change it back to M4 on both materials.  The dropdown for UVs is at the bottom in default shaders and at the top for HSS shaders.

You should end up with the hip texture and the gens texture looking basically right, but they'll have an ugly seam between them.  That's what we're going to fix.

Now select one of the materials.  It doesn't matter which.  Click on the little icon in the upper left of the Surfaces tab; it looks like a small stylized sheet of paper with lines and a little arrow on it.  It has many options, including Load UV Set and, just under that, Map Transfer.  Click on Map Transfer.

Now you're looking at the Map Transfer dialogue.  Right-click in the empty left panel and choose New Template.

Drag the 2_SkinGenitalia surface from the right panel over to this template.  We'll do both eventually, but we need to do them one at a time.

Below this you should see Surface Options: Target UV Map.  Make sure it's on Default.  This means we will bake TO the M5 gens default UVs.  

Below that is the Template Options.  Click on the three dots to the right of this to make sure you know where your temp folder is, or choose another place for it to bake.  If you can't, you need to select the template name in the above window for options to appear editable.

Below that is Baking Quality.  I set this as high as it will go.

Now you should be able to click Accept.  Wait for it to run.

Now navigate to the folder where you told it to bake.  It should now contain baked versions of all the maps in that material (usually just bump and diffuse, but specular, displacement and SSS are not out of the question on really nice sets).  Instructions following will cover fixing up the diffuse.  Sometimes it's easier to make a new bump from this rather than bash together the baked ones, depending on how carefully the originals were made; I'll leave that for you to decide.  

Now go back to the Map Transfer window. Drag the 2_SkinGenitalia material back to the Surfaces window and replace it with 2_SkinHip.  Repeat to bake the hip material.

Now open both the hip and genitalia materials' diffuse in the GIMP.

At this point I select the black areas in each, use edit--transparency--add alpha channel, then edit-select by color and select all the black.  I delete this.  I will add a background in a new layer by filling it with the most intermediate or "average" shade I can get from the main texture layer with the dropper tool.  If there's a "halo" of black still, select the transparent area and use select--grow and increase the number to 4, then delete again.  This should eliminate the halo without ruining the seam areas.

Now you still have these two pictures and it's time to combine them.  Create a new layer in the file of the gen mat (it's lower and you can see the head of the glans).  Copy and paste the hip material into it.

Now you can see there's a color mismatch.  What I usually do is retint the genital material layer to match the hip area as much as possible. You can do this with Color Tools-colorize or Tools-Color Tools-hue/saturation/value.  Then I add a mask to the top layer and blur out the lower edge to blend it as much as possible with the gen mat on the layer below.  Do NOT recolor the hip area layer at all!  It needs to stay the color it is to match the body texture it goes with.

When you've got these matching to your satisfaction, file--save as and save the .xcf somewhere in case you need it again.  Then File--export and put the new .jpg in the same folder as the M4 gens for that body texture set.  Give it the same name with m5 on the end, or whatever you care to name it.

Now you're ready to load this up in DS4.5's surface tab and see how it looks.  If you're happy with it, you can repeat with the bump, displacement, etc., and any LIE tattoo or overlay layers.  You will need to save a material to library with the new gen textures in it.  I would put it into the same folder as the original character set.

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You can also use this method to create a NEW M5 gens texture from a body texture that doesn't have one.  You will need a merchant resource for the gens and the original body texture.  You would bake out just the hip area, then recolor the merchant resource on a lower layer to match it and use the same blending techniques.  So far Renderotica is the only place I've been able to find an M5 gens merchant resource, but there is a decent one there.
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:iconpsygameboy:
psygameboy Featured By Owner Apr 27, 2017  Professional Digital Artist
Hi there

I have an UV for Genesis 3 Female and Genesis 3 Male. Is this what you searching for?

www.dropbox.com/s/s4f09w7npclx…

I found it while searching a way to use Genesis 3 Figures in Vue2015. Im not having it done jet but will trying right now.
I will reply later and hooepfuly write about a lucky transfering to Vue.

PS: Im not the maker of the Genesis 3 UV and i don^t know alot about Daz Texture Atlas. So don't ask me about Daz TextAtlas Stuff.  I found the files linked in a forum. If someone wants to know about how it goes with the export to vue, just ask and i will reply.

o2leak.com/doku.php?id=freebee…

o2leak.com/doku.php
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:icongabriel-c:
Gabriel-C Featured By Owner Mar 19, 2016  Hobbyist General Artist
Could you make a visual/video tutorial of this? I'd love to learn how to do this...just my eyes keep glazing over when reading and it's quite frustrating.
Reply
:iconkev914:
Kev914 Featured By Owner Dec 22, 2015
I did figure out sort of why I am getting a purple (blue) map for the hips. It must be a complex shader and the is a map called hips in the normal channel and it is the purple color. I think that is why I get the purple map. But I can create a map from it and then clip out the hip area.

But I'm not sure how to do the combine part. The hip texture is twice the size of the genitals. The one map is 4098 and the other is 2048. I was copying over the genitals map to the hips file as a layer and then I would move the hip texture up until it would line up and then I would paint a gradual mask where the two over lap. Then I would crop it to the size of the genital map.But when I take the final file into DS, I still get a seam around the hip area. I don't get it. That area is all the map from the hips, that I left untouched. So I must be doing something wrong. Can you not move the map? Would that cause it to not line up right? I don't mean in the Photoshop composite, but when I try to apply it in studio. If so, then how can you combine them into one. Do you have to increase the resolution of one to match the other?

Thanks.
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:iconsickleyield:
SickleYield Featured By Owner Dec 22, 2015  Professional Digital Artist
The entire purpose of baking it and using the baked file is to get the hip texture onto the genitals UV map.
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:iconkev914:
Kev914 Featured By Owner Dec 23, 2015
Well, thanks for trying to help me. Not sure what I'm doing wrong. But I can't get studio to bake the hip texture on to the genitals UV map. I have the body texture applied to the figure and I have the torso texture applied to the hips. If I open the transfer map and drag the genital hips over and set all the options, when I click accept, I see a dialogbox for a second and then the transfer map closes. But no textures get created. If I drag the hips for figure over, it opens a window and shows progress and I end up with some maps, but they aren't what I need. And texture map is the normal map, I think since it is blue. I have tried two different figures, both of them Genesis 2 figures and neither one will bake out the right map. I used the same settings in the Map Transfer utility for both hip gens and the hip body. 

The map transfer utility is about as frustrating as the copy selected surfaces is. One time I can get it to work and the next it won't work even on the same figures that I used it on before.

And by the way, I think the Dusty figure is actually one of those iray shaders. I watched one of your iray videos today and those setting all looked like iray ones I saw in your video. There seems to be a lot more setting for the iray shaders.

It looks like you have a lot of other interesting tutorials that I'll be checking out.

Thanks again.
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:iconsickleyield:
SickleYield Featured By Owner Dec 24, 2015  Professional Digital Artist
I'm sorry that I couldn't help more. :(
Reply
:iconkev914:
Kev914 Featured By Owner Dec 17, 2015
I tried to follow this so that I could add a gens texture to a body texture that doesn't have one. I added Dusty...a G2 figure to Daz Studio. He had his texture applied to him. I then added the gens and looked for a texture that was the closest match. I'm pretty sure that the texture was for G2. I found it in the Smart Content with G2 selected. I then copied the texture from Dusty to the hip area on the gens. It didn't look right. I could see the ears on the hips. I then looked at the UVs and there was also a choice for M4. I switched to it and the hips looked perfect. Not sure why this worked because I'm sure the texture was for G2 and not M4. I then tried to bake the hips on the gen. In the Map Transfer, base was selected. I created a new template and added the hips. I then set the rest of the settings as you described. When I clicked on ACCEPT, Map Transfer just closed and nothing happened. I tried it several times with the same result. I then dragged the hips back to the right and was going to try something else. But then I noticed there were two hips. I tried the second, and it worked...almost. I got three textures. There was a color, bump and specularity map. The last two looked good, but the the color was the hip area colored purple. Any idea what I'm doing wrong? I even tried baking the torso and it was just a purple map too.
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:iconsickleyield:
SickleYield Featured By Owner Dec 17, 2015  Professional Digital Artist
Map Transfer has to have a path to save the baked textures to.  If you don't choose one they go into Temp somewhere.
Reply
:iconkev914:
Kev914 Featured By Owner Dec 17, 2015
I did select a path and it created some maps. The Bump and specularity looked like I would expect. But the color one was just the hips colored purple instead of showing the actual texture. Do I need to have a figure selected in the scene? I think I had the genitals. Maybe I need to have the figure selected. Maybe it is because I copied the texture from Genesis 2 and pasted it into the hips on the genitals. Or will this even work on the same figure? Thanks.
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:iconsickleyield:
SickleYield Featured By Owner Dec 17, 2015  Professional Digital Artist
I'm afraid I don't know what is happening, then.  If you want to bake the texture on the gens, it's the gens that need to be selected.
Reply
:icondarwinsmishap:
DarwinsMishap Featured By Owner Jun 2, 2015  Hobbyist General Artist
Now, I've tried this with a face map that I'm trying to convert to G2M, and once it did it's thing in Studio, it was completely black.  I'm not sure what the heck went wrong in that process.
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:iconsickleyield:
SickleYield Featured By Owner Jun 2, 2015  Professional Digital Artist
Seems like the script must've failed?  I've had problems converting from female to male and back (seams), but within bases of the same gender it always worked fine.
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:icondarwinsmishap:
DarwinsMishap Featured By Owner Jun 9, 2015  Hobbyist General Artist
Maybe?  I've never tried this sort of thing before.  Not only did it go black, but it over-rode the original texture with the black map (I didn't direct it to a different folder or something).

I do have someone looking into doing this in zbrush instead, since I did get the MR vendor's permission to do so.  We'll see, I guess.   I will keep trying to see if I can do this, since I'm stubborn and pig-headed. ;)
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:icontaishobee:
TaishoBee Featured By Owner Jan 28, 2015  Hobbyist Traditional Artist
I'm curious. Is it possible to convert G2 textures to V4?
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:iconsickleyield:
SickleYield Featured By Owner Jan 28, 2015  Professional Digital Artist
Genesis 2 has basically every UV that has ever existed after Victoria 3, if you buy the add-ons.  Do you mean textures from the Base Female or Base Male UVs?

If so, the answer is yes, just like anything else it will be a lot of work, but it's possible.
Reply
:icontaishobee:
TaishoBee Featured By Owner Jan 31, 2015  Hobbyist Traditional Artist
Hmm. Well what I mean is say take textures for a Genesis character and make them usable on actual V4, not the Genesis add on version.
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:iconsickleyield:
SickleYield Featured By Owner Jan 31, 2015  Professional Digital Artist
Hm

I guess that should be technically possible with the utility if you redid all the shaders and set the textures up manually.
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:icontaishobee:
TaishoBee Featured By Owner Jan 31, 2015  Hobbyist Traditional Artist
Cool! I'm going to try it :D
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:iconramwolff:
RAMWolff Featured By Owner Nov 29, 2013  Hobbyist Digital Artist
Awesome, thanks so much! 
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:iconknight22179:
Knight22179 Featured By Owner Nov 29, 2013
Thanks SickleYield. :)
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:iconparadigm6790:
Paradigm6790 Featured By Owner Oct 28, 2013
Does this allow you to actually add UVs to a figure? G2F's genital prop does not have a V4 UV, so when I use my V4 textures with the "Victoria 4 for G2F" paid package I have to not use the genital prop. That's not as big of an issue as it is with male gens, but I'd still like to get it working properly.
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:iconsickleyield:
SickleYield Featured By Owner Oct 29, 2013  Professional Digital Artist
No, I'm afraid not.  You can only add UVs by:

-importing the mesh into a 3d program
-changing its UV
-exporting the mesh again
-using Load New UV from the Surfaces tab and navigating to your obj

Matching character UVs is a slow, tedious and difficult process in most 3d suites that currently exist, and making them seamless is even harder.  This is probably why the vendor didn't do it in this case (I'm sure the V4 one took him long enough as it was).

Have you considered other alternatives?  If you get AdamThwaites original Anatomically Correct for V4 from his site, it converts well through GenX and then you can get realistic morphs for that area at least.
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:iconvampyric-saiyaness:
Vampyric-Saiyaness Featured By Owner Jun 30, 2013  Hobbyist Digital Artist
Thankyou for this tut! May I ask you a question?

Will this work with converting V5 maps to V6 (or just G2F "Base Female/V5")?

I ask only because I have a V5 merchant resource skin I'm tinkering with and prefer the morphs I have made on the G2F base and if I were to ever potentially sell the character, I'd like to know whether it is possible (AND legal) or whether I should just suck it up and make it a Gen1/V5 character...
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:iconsickleyield:
SickleYield Featured By Owner Jun 30, 2013  Professional Digital Artist
Uh... you do know that G2F uses the V5 UV?
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:iconvampyric-saiyaness:
Vampyric-Saiyaness Featured By Owner Jul 1, 2013  Hobbyist Digital Artist
Yes and I did mention that - however - can you or is it right to sell a character for G2F with a V5 skin, not being a V5 product?
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:iconsickleyield:
SickleYield Featured By Owner Jul 1, 2013  Professional Digital Artist
Of course. You can sell a product for any figure with ANY UV'd skin that it supports. Heck, you could sell a V4 UV character for Genesis 2 Female if you wanted, it would just require the paid add-on. V5 is just a morph. There's no requirement to match character skins to any named morph's UV.

At the moment the released UVs for Genesis 2 Female are Base Female, Victoria 5, Victoria 4 (add-on), and Victoria 6 (add-on). So you are both allowed and encouraged to make character skins for any of those UVs that you choose.

My androgynous skins I sell at Rendo are all on the V4 UV even though they come with matching genital textures for M4 and M5 gens. No one has complained a bit about my UV choice. ;) Same with DarioFish and his creature skins. They're all V4 too.
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:iconvampyric-saiyaness:
Vampyric-Saiyaness Featured By Owner Jul 1, 2013  Hobbyist Digital Artist
Thank you for the reply! I just didn't know whether the G2F Base Female was EXACTLY the same as the V5 maps so thanks for clearing that up!!

I'm happy that one is allowed to distribute characters with alternate UV's. Thanks again!
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:iconfyranuanser:
FyraNuanser Featured By Owner May 15, 2013
Great! I had no idea this existed. I managed to convert an M4 gens texture set to M5 and it looks good. However, I had some difficulty because the the two textures overlapped when I combined them: the gens texture part had to be moved down (I also had to scale one as they were different resolutions). I used an existing M5 texture as a template to align the moved texture. As a result the gens part wasn't perfectly seamless, but fortunately only slightly visible in the perineum area, which is not going to be visible in any of my renders! I'm wondering if I missed a step or did something wrong.
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:iconsickleyield:
SickleYield Featured By Owner May 15, 2013  Professional Digital Artist
You do usually have to do some edge cleanup to achieve seamlessness, and the tutorial does say that.
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:iconfyranuanser:
FyraNuanser Featured By Owner May 15, 2013
Yes, I realize that and doing the cleanup you explained wasn't a problem. But when I did the merger of the two textures the genital one was massively overlapping the hip one (the hip was in the right place but the genital was way too high) and I had to bring it down in the vertical axis a long way to get them to match up in the final single texture. Still, I was pleased with the result and I will be converting more textures this way.
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:iconsickleyield:
SickleYield Featured By Owner May 15, 2013  Professional Digital Artist
Huh. That's a weird one.
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:icon0snow-white0:
0Snow-White0 Featured By Owner May 4, 2013  Hobbyist Digital Artist
Thank you for another tutorial. :)
I 'll have to read later with more careful. But I wanted to ask you something now (sorry if the answer is obvious :blushes:): Can I use this method to fix eyebrows of v4 textures in genesis (v4 and v5)? Or do you know of any other way to fix this problem?
Sorry my english.
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:iconsickleyield:
SickleYield Featured By Owner May 4, 2013  Professional Digital Artist
If they're messed up on Genesis V4 UV this probably won't fix them. On V5 I'm not sure.
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:icon0snow-white0:
0Snow-White0 Featured By Owner May 4, 2013  Hobbyist Digital Artist
Hmm...Then I think the only way to fix this is in photoshop, but i didn't have success so far.
Well, I once had. I left the eyebrow a little thicker than normal ... and after putting in Genesis, it was not so strange. Looks good, but I don't think is the most correct way ... I dunno.
But thanks for replying, my friend! :floating:
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:iconsickleyield:
SickleYield Featured By Owner May 4, 2013  Professional Digital Artist
No problem, I'm sorry we couldn't fix it.
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:icon0snow-white0:
0Snow-White0 Featured By Owner May 4, 2013  Hobbyist Digital Artist
Oh, no problem, girl! :)
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:iconjohn-reilly:
john-reilly Featured By Owner Apr 30, 2013  Hobbyist Artist
Thanks for doing these tutorials, I've been adding them to my Favs so I can print them out, then I can refer to them when I need to :)
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:iconsickleyield:
SickleYield Featured By Owner Apr 30, 2013  Professional Digital Artist
You're very welcome!

I like to be able to save tutorials to my other machine, too, because nothing on the internet is forever.
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:iconbishounentaurus:
BishounenTaurus Featured By Owner Apr 29, 2013  Student Digital Artist
My idea for using the M5 gens with M4 textures was to use the Geometry Shell instead, as it can now use seperate UV maps to the source figure (in the latest public beta that is). Then you could simply blend the texture out with an opacity map.

Actually, I should give that a go tonight and see how well it works.
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:iconsickleyield:
SickleYield Featured By Owner Apr 29, 2013  Professional Digital Artist
I'll be interested to see your results on that.
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:iconbishounentaurus:
BishounenTaurus Featured By Owner Apr 29, 2013  Student Digital Artist
Good news: It works.
Bad news: Daz Studio beta is RIDDLED with bugs that make it useless right now.

[link]

Hip texture is one of the Victoria4 Male textures (V4 mapping) while the genital texture is M5 Phillip (default mapping). Opacity map is one I made a while back when using CoriB's remapped M4 gens to use M5 textures (which I requested in the first place, she's so lovely).

When adding in the new SubDivision modes, they broke the GeoShell's ability to subdivide...unless you're using Loop subdivision, which makes the mesh look like crap (note the distorted hip texture). Furthermore, applying Loop subdivision to a geografted figure (like the M5 Gens) while it's geografted causes the mesh to glitch and revert to it's default state, refusing to react to any of the bones or morphs (hence why this image has only a lonely M5 Gens with no Genesis to attach to).

Furthermore, there's another glitch that i've only just discovered while doing this (that's my third bug report in three days). When using a Geometry Shell on a figure with something geografted to it, the Shell will refuse to accept any Material or Shader presets. While you can create a GeoShell just for the M5 gens, it doesn't distort correctly while posing due to not using any of Genesis' deformations.

But aside from ALL of those glitches, it works. Once Daz fixes those problems, the Geometry Shell will finally be useful for texture blending geografted segments (just like the original advertisement proclaimed, despite it being a complete lie at the time).

Oh, and in case you're interested, you can also use the Geometry Shell to generate a toon outline. I have a free shader that does this here: [link]
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:iconsickleyield:
SickleYield Featured By Owner Apr 29, 2013  Professional Digital Artist
Here's hoping they do fix it. This sounds like a great set of updates once it's functional.

Thanks for the line art shader, too. It's very cool.
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:iconbishounentaurus:
BishounenTaurus Featured By Owner Apr 29, 2013  Student Digital Artist
Correction; "CauriB", not "CoriB".
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:iconskiriki:
Skiriki Featured By Owner Apr 29, 2013  Hobbyist General Artist
Yeah, I got Texture Converter 2 and I've used it for some Gen 3 figures.
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:iconvwrangler:
vwrangler Featured By Owner Apr 29, 2013  Hobbyist Digital Artist
I don't know of an M3-UV map for all of Genesis, but CauriB's genital figure also has M3 maps.

The only thing I've been able to find that works for M3 body textures is Texture Converter 2. In general, as long as the maps are high enough resolution, it does a good job. I've only seen two problematic areas: on the back of the head, and from the armpit to the chest. The texture stretching on the back of the head is fairly noticeable, but can easily be covered by hair. The stretching in the armpit/chest region is only really noticeable or problematic if the figure has painted/photographed axial hair, in which case it turns into topiary following the line of the pectoral.

Unfortunately, I don't have any great images of them online where you can see any detail. In Big Bad (Were)Wolf, DTG Will's texture (the wolfhunter) was converted, but he's mostly covered. You can see Adro in Four Guys and a Porch, but he's got his arms crossed to cover the problem areas of his chest. I can post images of their problem areas later, if you'd like.

Honestly, I mostly picked up TC2 to rescue Adro and a couple of others. Adro is one of two photographic South Asian male textures in existence, as far as I can tell ... and the other is for Apollo Maximus, and there's just no way to pull that to Genesis. (There are, I believe, only four South Asian male textures total, and both of the others are RawArt and are clearly recolored from Caucasian textures.) There was just no way I wanted to lose him to obsolescence if I could avoid it. If I were better at postwork, I could clean up the chest area, at least, but I'm really really not.
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:iconsickleyield:
SickleYield Featured By Owner Apr 29, 2013  Professional Digital Artist
I may have to take another look at buying TC2.

I prefer hairless and less-hairy male textures anyway. If I decided I needed to do a hairy one for a special project, I would probably use a conforming hair figure or LAMH. And, well, I'm not too bad at the postwork cleanup on things like that.

There's a definite shortage of South Asians. Nobody doing these celebrity lookalike characters has yet felt the need to make Tony Jaa or the numerous Indian film stars, apparently. Which is a shame because there are so many gorgeous people in that peanut butter/bronze color continuum that we just don't have a way to depict.

Others I'd be willing to pay specialty prices for personally include native Mexicans (the darker mestizo looks) and stronger-featured north Asians, like some of the Koreans I've known(rounder high-cheekboned faces with strong epicanthic folds are never, never depicted except in Fuse's morph packs, and she doesn't do textures yet).
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:iconvwrangler:
vwrangler Featured By Owner Apr 29, 2013  Hobbyist Digital Artist
Adro's not particularly hairy, except at armpits and groin; everything in the image was added. Unfortunately, he's also no longer available; he was on clearance at Rendo for a long time, and then I picked him up on sale and then he disappeared. You'd need to contact 3Dream to see if you could get Adro somehow, if you wanted him.

I have to admit, I've wondered if it would be even feasible to do something Kickstarter-esque for something like ethnic male textures, or female textures for more obscure ethnic groups. Not even morphs; just textures. And not even demanding exclusivity; the person could sell it for whatever they could get for it, once the people commissioning it had it in their hands. There'd be the base price of the reference images set (assuming you could find one), then the person's cost of doing the work -- whatever their hourly fee would be X however many hours they would estimate. And they'd have to know ahead of time that their expenses would be met, so it would have to be Kickstarter-style, with the money coming in up front. You'd still need probably at least 100-200 people to buy in to make it economically feasible, even charging, say, $20-25 per texture set. (I think. I've actually no idea how much that sort of thing would cost on commission; all I can judge by is commissioned artworks.) From what I've seen, 100-200 people is probably about what you could count on for most ethnic male textures, and then there'd be a trickle of occasional interest.

Probably wouldn't work. And I've no idea how that sort of thing could even get started.
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:iconsickleyield:
SickleYield Featured By Owner Apr 29, 2013  Professional Digital Artist
It's weird that there are so few skin resources of people with these medium skin tones (at least, there were the last time I had a look at 3dsk for it).
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