Sculptris

konkon Posts: 389
edited December 1969 in New Users

Does anyone know how to make and save morphs with sculptris?

Comments

  • SixDsSixDs Posts: 2,384
    edited December 1969

    I:m not an expert on this by any means, Mike, but there isn:y any way to actually create morphs in sculptris or any modelling program that can simply be loaded as prepared morph packages in DAZ Studio, if that is what you want, Instead, you must save your morphs as Wavefront objects (.obj) them import them as morphs into DAZ Studio using the Morph Loader.

    Others may be able to provide more detailed instructions, or you can check the documentation.

  • JaderailJaderail Posts: 0
    edited May 2014

    The Big issue here is you must work from the BASE figure set to BASE resolution on the Export.
    The second issue is the Mesh count can not change at all on import back to DAZ Studio.
    All you can do is edit the Shape of the mesh, not add to nor take away.
    Then you can get the Morph into DAZ Studio to be saved out as a Morph Asset for reuse and or sharing with others.

    EDIT: You can work on other figures exported at base rez but you will need your Morph to not effect its Base morphs until used.

    Post edited by Jaderail on
  • jaxprogjaxprog Posts: 312
    edited December 1969

    I have done this before in zBrush if may elaborate on Jaderail's comments...

    The base mesh is I believe is at sub division 0 and that what you need to export at.
    You will get a polycount at sub-div 0 when you import into sculptris probably something like 20,000 to 25,000.. I don't remember exactly its been almost year since I did it.
    When in sculptris...
    1) you can shape the morph all you want.
    2) you can sub divide in order to sculpt fine details, however you must return back to the original sub division level when your model is done and ready to back to daz studio

    So typically what I do in zBrush is import a genesis2 wo/man, sub divide and sculpt.
    Then I will sub divide to about tens of million of polys and lay down texture using spotlight because the higher the poly count the greater detail your texture will be. So you save your textures at a high poly count, then return your model back to the original sub division level and overlay the high res-textures.

    There are other tools in Daz Studio I have yet to fiddle with if say you like modeled a head of a creature and you want to dial in that shape in Daz Studio. Jaderail and Richard can give details on those cool tools.

  • patience55patience55 Posts: 7,006
    edited December 1969

    Does anyone know how to make and save morphs with sculptris?

    ;-) http://patience55anotherone.deviantart.com/art/Morphing-Genesis-using-Sculptris-too-452009918

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