Goz alternative help
Hi. I had some problems with Goz export. http://www.daz3d.com/forums/discussion/25035/ Because I saw that there was no way of making Goz for Daz work on XP, I thought that there might be some alternatives so
1. Is there a way to send a character to Zbrush, edit it there and import back to Daz, preferably as a morph?(without using Goz)
2.I am using Maya 2013. Is there any possibility to make the same things as above with it ?
Comments
It's completely possible, but there are more steps involved. Export the model from DAZ, using the Maya preset. Make your changes in Maya, then save the new .obj. Using Morph Loader Pro or Morph Loader Advanced, you can then import the new .obj as a morph. Works like a champ, usually. Just a note: Make sure if you have Genesis (presumably your figure) set to 100% scale before exporting so the morphs work properly.
In Maya, I didn't got what I want so I imported the same obj with Maya preset into Zbrush. In Zubrush, I succeeded making the morph, but when I loaded morph in Daz it gave me the error ,, Geometry does not match, failed to create morph''. What preset should I use to export the morph to Zbrush and back?
The geometry not matching is caused by adding or removing vertices. You must not add or remove any vertices from the original, or DS cannot create a morph. Sometimes that error is caused by the vertex order being changed as well. You must keep the same vertex order.
I didn't change the number of vertices. I actually exported obj morph with Maya preset, loaded the obj in Zbrush , edited there a little then exported as obj and loaded in Daz. The weird thing is that Maya sees the body on segments. Zbrush as an entire mesh. In morph loader pro, it asks me to sellect the part that should be modified.
I'm sorry, but I don't have either ZBrush or Maya, so I can't try it for you.
It may be that either Maya or ZBrush is changing the vertex order. There is usually an option in the OBJ export in most programs to keep the vertex order intact. Also, all it takes is for one vertex to be added or removed and it wont work.
You can also put the Wavefront OBJ file into a text editor, and it should tell you how many vertices that there are. You could try that before and after to try to find the problem.
I have found a tutorial but it's only for Poser... http://wiki.daz3d.com/doku.php/artzone/pub/tutorials/otherapps/otherapps-misc21 In Daz, I think it's a bit different.
Be sure to set Genesis's Mesh Resolution Level to Base and SubDivision Level to 0 before exporting.
What has happened is that when you exported it in Maya format, the mesh does get split up. This is not a problem if you are opening it in Maya, then going back to DAZ, although I have found that often times I need to select all of the groups in Maya and combine the meshes.
As said by jestmart, be very sure your mesh is set to Base resolution before exporting. If not, the subdivided mesh is what is exported, thus making the vertex count a mismatch when importing as a morph to your original figure.
For ZBrush work, export from DAZ (at base resolution) in the Modo format. It comes out to 1% sizing, but also make sure you checkmark the option to export groups using material names. This way, you can assign polygroups in ZBrush that match the material zones present in DAZ. If you do not checkmark this option, the only polygroups you will be able to create will be based upon the region groups of your object, which is not always ideal for isolating parts of the mesh in ZBrush.
In ZBrush, you can subdivide the mesh all you want to work on details, just make sure you do not delete any polygons or create edgeloops, which will change the level 1 polygon count. Before exporting back to use in DAZ Studio, lower the Subdivision level back to 1. No need to delete the higher subd levels in case you need to do further work, but do lower before exporting your .obj
One last thing, I highly recommend setting a morph tartet in ZBrush before starting any modeling. It makes it way easier to go back to previous steps by either switching morph targets, or by using the morphing brush to erase an modeling changes in specific areas of your mesh.
Good Luck!
Thank you really much for your help. The Zbrush pipeline worked perfectly. Only in case of Maya it didn't worked...Do I need to use merge to center for every pair of joining vertices?