This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.
This is a copy of the tutorial that comes with the product, without the images.
These instructions will show you how to apply the wounds, how to change their position and how to apply displacement maps without leaving DAZ Studio. A preset for each of the three main texture maps (head, body and limbs) has been created for each type of wound to allow you to easily move them around. Moving the Wounds within DAZ Studio
1. Load your chosen M4 or V4 figure apply your desired morph and texture. It is important to do this first. I’m using Thorneworks’ Arinae in this example.
2. With the figure selected, double click on your chosen wound and wait for it to appear on the face. 3. If you are happy with the position of the wound and the way it looks, you can simply finish preparing your character and render the result. Or you can keep adding wounds until you find one that is not where you want it. I will now show you how to move the wounds around without leaving DAZ Studio. 4. Once the wound is applied, select the map that the wound is applied to. In this case, “Skin Face” is sufficient, but select “all surfaces that use this texture map” if you intend to use displacement. When you do so you will notice something has changed under the diffuse color tab:
The name of the of the texture map now has the words “_Face Stitches 2.dsi” appended to it. The surfaces tab drop down menu also has a an option for “Layered Image Editor”, so select this option:
5. This will open the LIE with the face texture and wound applied. Maximize the screen and select “Zoom to Fit” so you can see the whole texture. The “layers” are listed on the right had side. Be careful to select the wound and not the face texture because if you move the face texture by mistake, you will have to cancel and reopen the LIE as there is no “undo” function.
6. Place your pointer on the wound and drag it to your chosen new position on the map. You can also alter the size rotation, transparently and blend. Experiment with these to find the combination that best suits your texture and your artistic vision.
7. Select “Save” and the LIE will return you to DAZ Studio with the wound in its new position.
8. If you are happy with this result, go ahead and complete your scene. But if you would like to go a step further by applying displacement maps to the wound, then move on to the next step in this tutorial. Applying Displacement Maps In your Runtime/Textures/Marieah/WoundPack folder your will find displacement maps for most of the wounds. (The exceptions are the bruises, which have color maps only). The displacement maps have the same names as the color maps, with the letter “D” after them. 1. Open the LIE again via the diffuse color tab, with your texture map selected, and take very careful note of the size, rotation and position of the wound on the map. Also note the size of the main texture map. In this case, the map is 3500 by 3500. Here are our other settings:
2. With your face map still selected, go to the Displacement tab and open the Layered Image Editor from there. It should be blank. Now open the file called MHWPDispBackground in the Runtime/Textures/Marieah/WoundPack folder and set the size to the same size as texture map – 3500 by 3500. It is critical that these two numbers match.
3. Now add as a new layer the displacement map called MHWPstitches1D.png, making sure it’s your top layer, and fill in all the settings so they precisely match the settings you noted on the texture map. It should look something like this:
4. Choose “Save As” and save it wherever you like. You will return to DAZ Studio and you will see your displacement map in place, but with no settings applied. I find the settings below work pretty well, but do experiment until they suit you:
5. Now for the fun bit….Render and see your displacement map at work….
6. You can save this as an LIE preset with the displacement in place if you wish.
7. Repeat this process to add displacement to other injuries.
Finally, I owe a big thanks to DavidGB for helping me understand how displacement maps work in the LIE.