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06 | Finished product organization

Workflow by Mada

Length : 5:40

Product Thumbnails

  • PNG thumbnails = 91 x 91
  • Tips thumbnails = 256 x 256

Cleaning up Morphs

  • Adjustment morphs : Actor | Adjustments
  • Presets : Actor | Adjustments | Presets (conditional grafts etc)
  • Body morphs : Item name | Hidden
  • JCMs : Right click on dial : Set | Presentation | Content Type | Modifier/Corrective
  • JCMs : Right click on dial : Hidden | Hide selected properties
  • JCMs : select and drag into Item Name | Hidden on the left

Setting up a push modifier with an empty weightmap to paint out poke throughs

  • Select your item in the scene and go to Create | New Push Modifier Weight Node
  • I rename it to Adjustable Weightmap Layer (clothing item name)
  • Select in the scene tab and go to the weightmap tool settings
  • Click on the new map you just created in Unused Maps and then Add Map
  • Select the map and it will show up as red – as a default it comes in 100% filled
  • Select all the faces and right-click in the viewport
  • Weight Editing | Fill Selected | Weight Value 0%
  • Select Genesis to save a wearable preset
  • File | Save As | Wearable Preset
  • On the Wearable Preset Save Options tab select everything that goes with that specific item (rigid follow node buttons, surface add-ons, push modifier layers) and save

Zipping up files

  • Inside the main content folder, you need to zip up the following files
  • data
    • Vendor Name
    • Product Name
      • Outfit Name
      • Morphs
        • Vendor Name
        • Base
          • Morphs and JCMS
      • UV Sets
      • .dsf
  • People
    • Genesis 8 Female or Male
    • Clothing
      • Product name
      • Files
  • Runtime
    • Textures
    • Vendor Name
      • Product Name
      • Texture files